๐๏ธ AICharacterChatCamera
This AICharacterChatCamera community component determines the distance, position offset, and rotation offset of the camera relative to the AI NPC during conversations. Attach this component to the AI NPC that you want players to talk to. For a smooth gaming experience, it's recommended to attach only one AICharacterChatCamera component to an AI NPC.
๐๏ธ AICharacterMain
With this AICharacterMain community component (Component), you transform an object in the scene into an interactive AI character. You incorporate traits, backstories, and a favor score system from AI Asylum's published custom characters using unique IDs. Also, you control the position and visibility of the player during conversations with your AI character.
๐๏ธ AICharacterUI
This AICharacterUI community component activates the start chat button for AI NPCs. By clicking the chat button containing the NPC's name, players start to chat with the NPC. Attach this component to the AI NPC that you want players to talk to.
๐๏ธ AICharacterUIChatRange
This AICharacterUIChatRange community component determines a radius around the NPC within which a start chat button will be displayed. Attach this component to an AI NPC so you can customize the distance at which the start chat button becomes visible to the player. For a smooth gaming experience, it's recommended to attach only one
๐๏ธ AITriggerContent
With the AITriggerContent community component, pre-defined messages can be delivered to AI NPCs whenever the player or another object enters or exits from a specific area. Attach this component to any object in the scene to turn it into a trigger zone.
๐๏ธ AIcharacterChatBubble
With this AIcharacterChatBubble community component, you customize the position offset and display time of an AI NPC's chat bubble. Attach this component to an AI NPC, then the chat bubble appears near the NPC when the player ends the AI chat and returns to the game. For a smooth gaming experience, it's recommended to attach one AIcharacterChatBubble component to an AI NPC.
๐๏ธ AiGameEventRelay
With this AiGameEventRelay community component (Component), you can receive trigger events specifically related to chats with AI NPCs and subsequently send triggered events. Attach this Component to an AI NPC for event relay.
๐๏ธ AiItem
This AiItem community component (Component) allows you to customize the message and appoint a recipient of the message. When the player uses the item, a specific message will be sent to the AI NPC. Attach this component to the item that you want to use as a prop in game.
๐๏ธ Animation player
This Animation player community component allows an object to animate when triggered. Attach this component to an object in the scene that you want to animate.
๐๏ธ Audio player
This Audio player community component allows an object to make a specific sound when triggered. Attach this component to an object in the scene.
๐๏ธ Behavior move
This Behavior move community component allows an object to move when triggered. Attach this component to the object in the scene.
๐๏ธ Behavior revolve
This Behavior revolve community component allows an object to move around an point and axis when triggered. Attach this component to the object in the scene.
๐๏ธ Behavior rotate
This Behavior rotate community component allows an object in the scene to spin around an axis when triggered. Attach this component to the object to rotate.
๐๏ธ Item effects
The Item effects community component (Component) helps configure the effects an item has on a player and the duration of those effects. For instance, you can use this Component to set an item to boost a player's health points by 100% upon pickup. To add an effect, click + New item effect. You can add up to 10 effects to an item.
๐๏ธ Behavior_AddMaxLevel
Behavior_AddMaxLevel
๐๏ธ Behavior_ArcadeVehicle
This Behavior_ArcadeVehicle community component (Component) controls the acceleration and speed of a car.
๐๏ธ Behavior_AvatarStun
This Behavior_AvatarStun component provides a stunned state in which players are unable to move and attack. You can choose a visual effect for a stunned player.
๐๏ธ Behavior_EffectItem
This Behavior_EffectItem community component marks the object that will spawn effects. You can specify the name of the effect.
๐๏ธ Behavior_EffectSpawner
With this Behavior_EffectSpawner community component, an object will spawn a specified effect in the specified position.
๐๏ธ Behavior_EquipEffectControl
This Behavior_EquipEffectControl controls how visual effects play when players are equipped with items.
๐๏ธ Behavior_EquippableItem
This Behavior_EquippableItem community component makes an object equippable. Attach this component to any object that you want to equip with.
๐๏ธ GameTeleporter
With this GameTeleporter community component, an object can transport the player to another space. You can specify the destination space and set up the condition for teleporting, either Touched by player, On enter or On exit.
๐๏ธ Equip Activator
Equipment consist of weapons and accessories. This Equip Activator community component (Component) activates a piece of equipment in the game. Any equipment configuration will not take effect unless you attach this Component to the equipment.
๐๏ธ Gun
Guns are ranged weapons widely used in combat to launch projectiles. This Gun community component allows you to finish the basic settings of your gun. The gun is a piece of equipment that can be stored and managed in the inventory.
๐๏ธ Behavior_HoneycombCellConfig
This Behavior_HoneycombCellConfig community component is a server-side componet which allows you to adjust the appearance of honeycomb cells.
๐๏ธ Inventory
Inventory is a place where you store and manage items and equipment in games. This Inventory community component (Component) allows you to set up an inventory and customize pick-up settings, capacity limits, audio and distance cues, and allowed equipment types. Additionally, with the Component, you can define the hotbar slots available within the inventory.
๐๏ธ Behavior_ItemSpawner
This Behavior_ItemSpawner community component lets you spawn items in the item list randomly at intervals. You can attach the component to either an object or an empty object and items will be spawned where the object sits.
๐๏ธ Behavior_JumpToSpaceFloor
This community component (Component) controls how the floor behaves in the game.
๐๏ธ Melee Weapon
Melee weapons are widely used in close- to medium-ranged combat. This Melee Weapon community component allows you to define the basic settings of your melee weapon. The melee weapon is a piece of equipment that can be stored and managed in the inventory.
๐๏ธ Behavior_MonsterKillExp
This Behavior_MonsterKillExp stores the experience points that players get after they kill the monster. Each monster should have a Behavior_MonsterKillExp component.
๐๏ธ Behavior_MoverComponent
This Behavior_MoverComponent component makes an object move from the starting position to the destination
๐๏ธ Behavior_PlayerEffectSpawner
This Behavior_PlayerEffectSpawner community component lets you configure the visual effects on the players. The effects can be shown when the players are hurt, collided, or enter a trigger.
๐๏ธ Behavior_PlayerTransformation
With this Behavior_PlayerTransformation component, an object transforms the player(hider) who touches it into the object itself with a visual effect. For example, if a player touches a ball that has this component, the player will turn into a ball.
๐๏ธ Behavior_RaycastVehicleWheel
This Behavior_RaycastVehicleWheel community component (Component) controls how the wheels of a car behave during driving.
๐๏ธ Behavior_RotationComponent
This Behavior_RotationComponent community component makes an object rotate in the scene.
๐๏ธ Behavior_Slider
With this Behavior_Slider, an object slides to the specified position when the game begins. You can make any sliding object using this component, such as sliding doors.
๐๏ธ Behavior_SpawnableObjectMarker
This Behavior_SpawnableObjectMarker community component (Component) marks the object to be spawned. When you attach this Component to an object in the scene, you mark the position where the object sits in the scene.
๐๏ธ Throw Boom
This Throw Boom community component (Component) allows you to configure the explosive of the throwing weapon. The component works only when used with the Throw Weapon component.
๐๏ธ Throw Weapon
Throwing weapons are widely used in medium-ranged combat. This Throw Weapon community component (Component) allows you to configure the launcher for your throwing weapon.
๐๏ธ Behavior_Tool
Tools are objects that a character picks up and equips. In a scene, you can create as many tools as you want. This Behavior_Tool community component defines the UI icon, handle position, and droppability of your tool. You also configure the animation to play when executing the tool's Ability with this component.
๐๏ธ Behavior_VehicleDriverSeat
This Behavior_VehicleDriverSeat community component(Component) allows you to set the positions of the driver's seat and the camera.
๐๏ธ Damage Executor
This Damage Executor community component enables an object to decrease the player's health points (HP) when triggered. Attach this component to an object in the scene to have such an effect.
๐๏ธ Fix PositionAndLookAt CameraSetting
With this Fix PositionAndLookAt CameraSetting community component, you can set the initial position of the camera and keep a specified target in the camera view like a security camera.
๐๏ธ Fix PositionAndOrientation CameraSetting
With this Fix PositionAndOrientation CameraSetting community component, you can set the initial position and orientation of the camera.
๐๏ธ Fix PositionAndViewControllable CameraSetting
With this Fix PositionAndViewControllable CameraSetting community component, you can set the initial camera position and determine how to control the camera view. For example, after you finish all settings, you can right-click and drag to rotate the view.
๐๏ธ Level_AvatarSpawnSetting
This Level_AvatarSpawnSetting community component lets you set the way your players are spawned in the game for the first time. You can choose from the following modes:
๐๏ธ Level_BuffNumericalTable
With this Level_BuffNumericalTable community component, you can set up properties of all your buffs, such as buffId and buffType.
๐๏ธ Level_CharacterFallDamage
This Level_CharacterFallDamage community component lets you set up fall damage conveniently. You only need to set:
๐๏ธ Level_CustomRankManager
This Level_CustomRankManager community component collects players' information and manages ranking information of your game. Players are ranked based on their levels in the game and the ranking information will be displayed when the game ends.
๐๏ธ Level_CustomTimeLimitedSettings
With this Level_CustomTimeLimitedSettings community component, you can customize time rules of your game by setting the following timers:
๐๏ธ Level_DeadMessage
This Level_DeadMessage community component lets you send death messages to all players when any player dies in the game. There are three kinds of death causes in the game: slaughtered by AI, slaughtered by another player, dying from a fall, dying from touching a gear.
๐๏ธ Level_Football
This Level_Football community component allows you to configure game rules for the Crazy Football game.
๐๏ธ Level_GameState
This Level_GameState community component (Component) allows you to configure the basic states of a game.
๐๏ธ Level_HideAndSeekManager
This Level_HideAndSeekManager component is a server-side component for managing the procedures of a hide and seek game. With this component, your game can:
๐๏ธ Level_HoneycombManager
This Level_HoneycombManager community component provides the following game rules for the Hex-A-Game game:
๐๏ธ Level_JumpToSpace
This community component (Component) provides the main gameplay for the Jump to Space game, including:
๐๏ธ Level_LaserJump
This community component lets you add and configure lasers for the Laser Jump game.
๐๏ธ Level_PlayerManager
With this PlayerManager community component, you can manage effects on players, including the effects for increasing levels, adding experience points, healing, and ranking number 1.
๐๏ธ Level_PlayerNumericalTable
With this Level_PlayerNumericalTable community component, you can manage properties of players including their levels, health, killing experience, level-up experience, attack value, defence value, walk speed and run speed.
๐๏ธ Level_PlayerTransformationManager
This Level_PlayerTransformationManager community component makes players transform to the object they touch if Behavior_PlayerTransformation has been attached to the object. You can specify the effect appearing when the players transform.
๐๏ธ Level_RobCrownGameManager
This Level_RobCrownGameManager community component manages functions of the Rob Crown game, including game points and victory conditions.
๐๏ธ Level_Side
This Level_Side community component allows you to create sides to be allies and rivals and assign players to them. With this component, you can configure and customize your sides with the following settings.
๐๏ธ Level_SingleGamePanel
With this Level_SingleGamePanel component, your game will have a basic panel for single games. This component lets you:
๐๏ธ Level_ZombieGame
This Level_ZombieGame community component lets you configure game rules for the Zombie game.
๐๏ธ Loot drop
This Loot drop community component allows an object to drop loot when triggered. Attach this component to an object in the scene.
๐๏ธ NPC move
This NPC move community component allows a non-player character (NPC) to move when triggered. Attach this component to an NPC in the scene. To make an object an NPC, in Studio go to + Feature>Gameplay, then find and add the NPC feature to your object.
๐๏ธ RTS CameraSetting
With this RTS CameraSetting community component, you can set the initial position, orientation, distance, and speed of the camera. Just like in other RTS games, you can move the camera around on the X-Z plane with the keyboard and zoom in/out along the Y axis in space when you finish all settings.
๐๏ธ SideScroll CameraSetting
With this SideScroll CameraSetting community component, you can set the camera to view the player's action from a side-view angle as in Mario games and other sidescrollers.
๐๏ธ Third Person Mode CameraSetting
With this Third Person Mode CameraSetting community component, you can create a third-person player view.
๐๏ธ TopDown CameraSetting
With this TopDown CameraSetting community component, you can set a top-down, Darkwood-like camera view.
๐๏ธ Trigger event receiver
A Trigger Event Receiver is a community component (Component) that receives an event from the Trigger Event Sender and performs a predefined action.
๐๏ธ Trigger event sender
A Trigger Event Sender is a community component (Component) that lets you send an event to trigger an action on another object. The predefined action will be performed when the trigger condition is met and the authorization code that the Trigger Event Sender sends out is verified by the Trigger Event Receiver.
๐๏ธ UI_CountDown
This UI_CountDown community component lets you set up your countdown timers for the game:
๐๏ธ UI_CustomRankPanel
With UI_CustomRankPanel community component, your game will have a panel for players' ranking. By default, players are ranked by their levels in the game.
๐๏ธ UI_Experience
This UI_Experience community component stores players' information, including level, experience, and health, and keeps the UI updated. You can attach this community component to any object and only one community component is needed.
๐๏ธ UI _Football
This UI _Football community component provides UIs for the Crazy Football game.
๐๏ธ UI_GameState
This UI_GameState community component (Component) provides UIs for basic states of a game configured in LevelGameState and lets you select audio clips to be played when the game is counting down and the game starts.
๐๏ธ UI_HideAndSeek
This UI_HideAndSeek provides the following UIs for a Hide and Seek game:
๐๏ธ UI_Honeycomb
This UI_Honeycomb community component provides UIs for the Hex-a-Gone game, such as the current online players and game results UIs.
๐๏ธ UI_Interact
This UI_Interact community component allows you to pick up an object within a specified interaction distance by clicking a button displayed.
๐๏ธ UI_JumpToSpace
UI_JumpToSpace is a UI community component (Component) that provides UIs specific to the Jump to Space game, including:
๐๏ธ UI_LaserJump
This UI_LaserJump community component provides UIs of players' current health and game results for the Laser Jump game.
๐๏ธ UI_Reload
This UI_Reload community component (Component) is a supplemental component of the Gun component. It listens to the ammo count in the gun, displays a reload button, and tells if it's time to reload.
๐๏ธ UI_RobCrownGame
This UI_RobCrownGame community component provides UIs for the Rob Crown game, including the game points and game results UIs.
๐๏ธ UI_Side
This UI_Side community component provides UIs for sides, including prompts for joining sides, sides details, and sidesโ rankings.
๐๏ธ UI_VehicleControl
This UI_VehicleControl community component(Component) provides the UI for controlling the vehicle during driving.
๐๏ธ UI_WatchGame
This UI_WatchGame community component allows you to add UIs of spectators. A spectator is a player who enters the game after the game starts.
๐๏ธ UI_WinnerEffect
This community component lets you configure visual effects for game victories and failures.
๐๏ธ UI_ZombieGame
This UI_ZombieGame community component provides UIs for the Zombie game.
๐๏ธ VFX player
This VFX player community component allows an effect to play when triggered. Attach this component to an effect. For a smooth gaming experience, it's recommended to attach only one VFX player component to an effect.
๐๏ธ Auto Equip
This Auto Equip community component (Component) enables players to automatically execute a configured ability, which can be set up using other components. For instance, you can use the Behavior_MeleeWeapon community component to allow players to automatically wield a melee weapon when using the Auto Equip component. Similarly, the Auto Equip component can be used in conjunction with the Combat community component to set up hit combos and idle statuses for the player.
๐๏ธ Combat
The Combat community component (Component) allows you to customize the default hit combo, which includes a right cross, a left hook, and a right uppercut, with a specified duration, animation, and audio for each hit. Additionally, the component enables you to add an idle status for players after they finish hitting, with a looping animation and specified duration.
๐๏ธ Forcer
Description
๐๏ธ Mover
With this Mover community component, an object can move to the specified destination with the specified speed.
๐๏ธ Pendulum
With this Pendulum community component, an object can swing like a pendulum.
๐๏ธ Spinner
With this Spinner community component, an object can spin to a certain angle around a specified axis. Note that only one Spinner is allowed per object.
๐๏ธ TraceMover
With this TraceMover community component, an object can follow another object in the scene in the specified speed. Note that only one TraceMover is allowed per object.