Worlds
Like Videos?
Here's a video tutorial on setting up a world in Hypernex
Setting Up
When starting, create a new GameObject in the scene you have the world in. After creating that GameObject, go ahead and add a World
component to it.
The World component describes all the information about the world and the current scene.
Most of the configurable information in the World component is also scriptable.
Configuring the World Component
The World component has plenty of various options and configurations to ensure your world has the correct 'feel' to it.
Below are the explanations to all of the properties in the World component.
Allow Respawn - Defines if a user is allowed to respawn from their menu
Allow Running - Defines if a user is allowed to run
Allow Avatar Scaling - Allows a user to scale their avatar
Lock Avatar Switching - Sets if a user is allowed to switch avatars
Walk Speed - The normal walk speed
Run Speed - The normal run speed
Jump Height - How high the player jumps
Gravity - The direction of the gravity
Spawn Points - A list of GameObjects that are used as spawn locations
Local Scripts - A list of Local Scripts to execute on the client
Local Scripts can also be attached to GameObjects with the LocalScript
component.
Server Scripts - A list of scripts that will be executed on the server
ServerScripts are different than LocalScripts and they have different forwarded Spaces. See the docs for more information
Local Script Assets - A list of Unity Objects than can be accessed by LocalScripts
Other World-Related Components
RespawnableDescriptor
The RespawnableDescriptor describes how much lower a Rigidbody needs to be below the lowest point in a world before it is respawned.
NetworkSyncDescriptorThe NetworkSyncDescriptor describes all of the properties of a GameObject that should be synced across the network.
GrabbableDescriptorThe GrabbableDescriptor describes how a GameObject can be grabbed and moved in-game.
VideoPlayerDescriptorThere is a VideoPlayer prefab available here
The VideoPlayerDescriptor defines properties for IVideoPlayers to work off of.
MaterialDescriptorThe MaterialDescriptor will automatically switch materials on MeshRenderers depending on the Build Target of the game.
Finishing Up
Once you have completed your World component, you should be able to see it appear in your CCK Builder window. From here you can continue to upload the world.