🔟Collectable

Can be collected by the player and added to your Inventory. May trigger other logic with a message if consumable or equipment.

BUILD SINGLEPLAYER & MULTIPLAYER LOGIC

Visit this resource for information about using [SP] or [MP] behaviours or components.

  • Collect an object by interaction (press E) or collision (enters the player Inventory)

Communications

Inputs: Collect an object by:

  • Interacting (Press E)

  • Collision

The object enters the player Inventory

Outputs:

One message may be sent when the object is:

  • collected

  • consumed from Inventory (Press C)

  • equipped (equipment assets)

Common Uses

  • Trigger gameplay, Avatar buffs/debuffs, etc. based on player choice when collected objects are:

    • Equipped (if equipment)

    • 🆕 Consumed (if set as consumable with toggle)

  • Collecting objects as part of a story or quest (materials, special items, etc)

  • Rewarding players gradually for risk-taking by allowing them to access increasingly beneficial Equipment to use

  • Motivating players to explore by finding hidden items and/or collecting all items

  • Creating what feels like an economy to purchase items, though the player Inventory currently does not track items being consumed

  • Any game with a mechanic to make Objects disappear upon collision (which will add up in the player Inventory)

Parameters

OptionsDetails

Global (toggle)

True - One instance per Experience to collect False - One instance per player to collect

Collect Action - Defines how the collection occurs (Avatar collision or interaction)

Display Name - Name of the object displayed in the bottom right when collected (Note: asset name appears in Inventory)

Collect Amount - How many objects are added to the Inventory when collected

Collect Sound - Sound played when collected

Message on Collect - Message sent when collected

Broadcast Type (dropdown) -

How the message will be sent

Options may include additional parameters

Is Droppable (toggle) - can drop via Inventory

Is Consumable (toggle) - players can consume and send a message to trigger logic (broadcast to all, self/player, or rules)

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