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I hope I will be able to influence others to have it in the next 1.10 update. However, no promises.
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Hi, unfortunately there is not this feature (yet). You can "hack it" - place Reference point in the group's pivot position and use "Transform position <reference point> <0, 0, 0>".
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Hi, in custom games you should be able to achieve desired effect with Post process game logic object.
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Flint and stone in object brush default to unpickable.
Houp replied to Oliver Hope's topic in Editor Bugs & Technical Issues
Hi, attributes of items in default object palettes should respect Game settings. Please let us know if it is not true for you. -
Hi, you can cycle through different gizmos in placing mode with <space bar>.
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Hi, very nice (although not efficient ) solution. My would be just: All numbers in our scripts are "C# doubles" inside. Maybe this piece of information can be helpful for some of you.
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Hi, I would love to give you a little more info: Just a few examples what you will be able to do in client script: Work with camera position and player's aim. Trigger skills from custom HUD buttons/controls. Work with mouse position in "cursor mode". And much more! It is surely advance thing for more experienced users but we hope that some of you will be able to make great things with it.
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[YLD-32844] Object Brush Tool Issue
Houp replied to Deage McDiddly's topic in Editor Bugs & Technical Issues
Hi, thank you for report. It is an issue on our side. We are looking into it.- 9 replies
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Hi, for making spells you should use "Skill game logic". (you can raycast there through camera) Adding "Get aim" to server scripts would not help you much. Player would try to cast spell in his desired direction but before it would get to a server and back he would be casting it in different location. This problem is mitigated by "Skill game logic" which is implemented to work well on both server and client. Hopefully it will be possible to execute skills not only from skill bar "soon". We are prototyping this feature at the moment. (that does not mean you will get it in the next update! - a note which must be always added )
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RESOLVED [YLD-32363] I can't running test my editor game.
Houp replied to F.hao's question in Bugs & Technical Issues
Hi, it should be fixed in one of the future releases. Meanwhile it should help to fill empty holes in the script in the image. -
This game was a testing game for 2 new 1.6 features: leader boards and Custom controller game logic. It is "five minutes" fun. I do not expect that anyone would return back to play it again. However, maybe it can be seen as showcase for these 2 features. https://play.ylands.com/asset/10761 Can you beat my high score?
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I would suggest to use Global storage and then you can use in any other object: function myFunction() { let gameManager = YLogic.get(45); if (gameManager.gameState === "STARTED") { } }
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Hi, thank you for all your suggestions. However, I do not understand the first one. You can use same .yjs file in any number of game logic objects. There is no GUI support for global scripts at the moment but there is simple trick how to have them. Just add to any GL (ok, it may be tricky to have it in the beginning of all scripts) } let myGlobalVariable = 6; {
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1.6(experimental build) Text scripting bug
Houp replied to Shadow72's question in Bugs & Technical Issues
class Test { constructor() {} doSomething() { return "test"; } } var x = new Test(); var p; var v = new YVector3(0, 1, 0); function onSwitchOn(triggerEntity) { p = new Test(); YEntity.spawnEntity(YEntityType.get(35), 1, v, v); YDebug.localConsole(p.doSomething()); } Hi, you need to first declare your class before you try to use it. Unfortunately due to a real bug this will not help you at the moment. Thank you for reporting the bug.- 1 reply
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Hi, do not worry. We pack all your images to one big texture.