Climbable

Allows players to climb objects and defines the speed at which they climb.

Allows players to move upward or downward with arrow keys when in contact with the surface of an asset with this component

PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.

USAGE TIP This component will not communicate with Quests or [SP] behaviours or components. It can be used in singleplayer Experiences.

Common Uses

  • Ladders, ropes, buildings, walls, and other typically climbable Objects

  • Set an Object to invisible to make it seem that players can climb Blocks as a game mechanic

  • Pickable items players can move around and climb for adventure puzzle games

Communications

Inputs:

Outputs:

Object becomes climbable

Parameters

OptionsDetails

Climb Speed Multiplier (slider) - defines the speed the Avatar climbs objects.

Tutorial Template Available

On the Game Maker home screen, find the Climbing tutorial in the Templates tab.

In this guide, we will be looking at how to use the Climbable Component to make objects in your experience ready for Climbing!

This is an incredibly simple but powerful tool. Although it only has one variable to customize (the speed at which you can climb) it offers a massive amount of variety and value in how it is implemented.

Aside from the utility, climbing is fun and allows for a sense of discovery and exploration.

Having climbable objects is an effective way for players to have greater access to portions of the experience. Incorporating the Climbable component is a really important tool for maximising the total area of usable space that you can utilize in your experience.

Setting it up

To use this component first you need to choose the asset you want to make climbable. In this case, we will be using a ladder. Once your object is in the scene, click the object and navigate to the Components tab. Click Add Component and then Select the Climbable Component.

And...well...that's it! There you have it! Now you can get climbing!

The only thing to change in the variables is the speed at which your user can climb, which you can set using the slider, from 0.00 - 1.00. Other than that, it's all about how you choose to use and position your objects.

Want more than one ladder? Easy.

To save time, duplicate the object you applied the Component to by hitting Ctrl + D, this will create another copy, components and all, which you can either re-use somewhere else or combine with your original copy.

You can even stack two ladders on top of each other to create a longer ladder.

Not long enough? No problem. You can then hold shift while using left-click to select your two ladders or hold left-click and drag to select them both, duplicate those, and stack them on top as well.

Still not long enough? Well, guess what, you can repeat these steps and keep stacking until you achieve the desired outcome.

You can jump from one ladder to another. Place ladders close enough so they can be leapt to and from. Make getting to a higher location a dynamic and challenging feat of parkour skills

It’s not only ladders you can use though. If it’s an object, then you can try adding the Climbable Component to it.

It’s not only ladders you can use though. If it’s an object, then you can try adding the Climbable Component to it. Of course, some objects may work better than others depending on how you want to use them, such as a column, vines, rocks, statues, trees, a power pole, or even a car, but ultimately it's down to you and the world you have created.

Give it a go and see how you can implement the Climbable Component in your experience.

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