βšͺDrop

Allows things to be dropped on the floor when the Object dies or is triggered.

Allows the dropping of elements when receiving a message or when the asset is dead.

For example: kill an enemy and it drops a key that opens a secret door or gold coins for a quest.

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 The [MP] version of this component will not communicate with Quests or [SP] behaviours or components. It can be used in singleplayer Experiences.

Common Uses

  • Make enemies drop loot upon death.

  • Spawn assets from other assets using messages.

Communications

Inputs: Drop on Message

Outputs: Drop on Death

Parameters

OptionsDetails

Drop Condition - Define how drop condition is triggered. Death - Object will drop upon death of this asset. Message - Object will drop when a message is sent to this object.

Random Offset (slider) - Set the distance where the dropped object will randomly appear from this asset.

Type of drop - Define if the object dropped is a preset or a behaviour.

Drop Delay (slider) - Set delay (in seconds) before the objects dropped when conditions are met.

Preset - Select the preset that will drop.

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