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Mechanics

YAHAHA Studio allows you to add mechanics, such as rotate, revolve, move and react, to your game by adding and configuring gameplay components.

Adding mechanics gameplay components to your objects

  1. Select the object and view its properties by choosing the More icon. add more

  2. In the Properties window, choose + Feature>Gameplay and you can add the Rotate/Revolve/Move/React component. add mechanics

Rotate

The Rotate component makes an object move in a circle around the axis of rotation.

Field Description
Object Determines the trigger of rotation to be the object itself or another object
Condition Determines the trigger of rotation:
  • On Start, starts to rotate as soon as you switch to Play mode
  • Touched by player, starts to rotate when the trigger object is touched by the player
  • On Enter, starts to rotate when the player enters the trigger box
  • On Exit, starts to rotate when the player exits from the trigger box
  • Insufficient health, starts to rotate when the player's health drops below a specified threshold
  • Global Quest Complete, starts to rotate when a specific quest attached to an object is complete
  • Global Dialog Complete, starts to rotate when a specific quest attached to an object is complete
  • Quest Complete (self), starts to rotate when a specific quest attached to the object itself is complete
  • Dialog Complete (self), starts to rotate when a specified quest attached to the object itself is complete
Rotation Type Determines the type of rotation, either Circle or Arc. Specify the angle if you choose Arc.
Axis Determines the axis of rotation
Direction Determines the direction of the circular movement
Time Time to finish a circle or an arc in seconds
Rotation NO Specifies the number of rotations
Loop type Determines the loop type, either One-way or Two-way. If you choose One-way, the object rotates in the same direction. If you choose Two-way, the rotation direction changes to the opposite whenever the previous circle/arc movement finishes.

rotate

Revolve

The Revolve component makes an object move in a circle around a central axis.

Field Description
Object Determines the trigger of revolution to be the object itself or another object
Condition Determines the trigger of revolution:
  • On Start, starts to revolve as soon as you switch to Play mode
  • Touched by player, starts to revolve when the trigger object is touched by the player
  • On Enter, starts to revolve when the player enters the trigger box
  • On Exit, starts to revolve when the player exits from the trigger box
  • Insufficient health, starts to revolve when the player's health drops below a specified threshold
  • Global Quest Complete, starts to revolve when a specific quest attached to an object is complete
  • Global Dialog Complete, starts to revolve when a specific quest attached to an object is complete
  • Quest Complete (self), starts to revolve when a specific quest attached to the object itself is complete
  • Dialog Complete (self), starts to revolve when a specified quest attached to the object itself is complete
Revolving Type Determines the type of revolution, either Circle or Arc. Specify the angle if you choose Arc.
Rotate point The central point of revolution
Axis The central axis of revolution
Direction Determines the direction of the circular movement
Time The time it takes to finish a circle or an arc in second
Rotation NO Specifies the number of revolutions
Loop type Determines the loop type, either One-way or Two-way. If you choose One-way, the object revolves in the same direction. If you choose Two-way, the revolving direction changes to the opposite whenever the previous revolve finishes.

revolve

Move

The Move component makes an object move along specified positions in the scene.

Field Description
Object Determines the trigger of movement to be the object itself or another object
Condition Determines the trigger of movement:
  • On Start, starts to move as soon as you switch to Play mode
  • Touched by player, starts to move when the trigger object is touched by the player
  • On Enter, starts to move when the player enters the trigger box
  • On Exit, starts to move when the player exits from the trigger box
  • Insufficient health, starts to move when the player's health drops below a specified threshold
  • Global Quest Complete, starts to move when a specific quest attached to an object is complete
  • Global Dialog Complete, starts to move when a specific quest attached to an object is complete
  • Quest Complete (self), starts to move when a specific quest attached to the object itself is complete
  • Dialog Complete(self), starts to move when a specified quest attached to the object itself is complete
Start/Relative position Specifies the position for the object to start off:
  • Point, the point on the coordinate where the object starts moving
  • Stay time, the time that the object stays when it reaches the point
  • Move speed, the speed of moving to the next point
Move NO Specifies the number of movements
Loop type Determines the loop type, either One-way or Two-way. If you choose One-way, the object always moves in the same direction. If you choose Two-way, the movement direction changes to the opposite whenever the previous movement finishes.

move

React

The React component makes an object act as a force on the player who touches it and cause some effects.

Field Description
Type Determines the effect type of reaction:
  • Hit the player, pushes the player away
  • Dead, causes the player to die
  • Hit and dead, both pushes the players away and causes the player to die
Degree Determines the degree of pushing the player away

react