ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ Behavior move
This Behavior move community component allows an object to move when triggered. Attach this component to the object in the scene.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ Behavior_AddMaxLevel
Behavior_AddMaxLevel
ποΈ Behavior_ArcadeVehicle
This Behavior_ArcadeVehicle community component (Component) controls the acceleration and speed of a car.
ποΈ 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.
ποΈ Behavior_EffectItem
This Behavior_EffectItem community component marks the object that will spawn effects. You can specify the name of the effect.
ποΈ Behavior_EffectSpawner
With this Behavior_EffectSpawner community component, an object will spawn a specified effect in the specified position.
ποΈ Behavior_EquipEffectControl
This Behavior_EquipEffectControl controls how visual effects play when players are equipped with items.
ποΈ Behavior_EquippableItem
This Behavior_EquippableItem community component makes an object equippable. Attach this component to any object that you want to equip with.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ Behavior_HoneycombCellConfig
This Behavior_HoneycombCellConfig community component is a server-side componet which allows you to adjust the appearance of honeycomb cells.
ποΈ 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.
ποΈ 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.
ποΈ Behavior_JumpToSpaceFloor
This community component (Component) controls how the floor behaves in the game.
ποΈ 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.
ποΈ 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.
ποΈ Behavior_MoverComponent
This Behavior_MoverComponent component makes an object move from the starting position to the destination
ποΈ 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.
ποΈ 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.
ποΈ Behavior_RaycastVehicleWheel
This Behavior_RaycastVehicleWheel community component (Component) controls how the wheels of a car behave during driving.
ποΈ Behavior_RotationComponent
This Behavior_RotationComponent community component makes an object rotate in the scene.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ 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.
ποΈ Behavior_VehicleDriverSeat
This Behavior_VehicleDriverSeat community component(Component) allows you to set the positions of the driver's seat and the camera.
ποΈ 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.
ποΈ 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.
ποΈ Fix PositionAndOrientation CameraSetting
With this Fix PositionAndOrientation CameraSetting community component, you can set the initial position and orientation of the camera.
ποΈ 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.
ποΈ 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:
ποΈ Level_BuffNumericalTable
With this Level_BuffNumericalTable community component, you can set up properties of all your buffs, such as buffId and buffType.
ποΈ Level_CharacterFallDamage
This Level_CharacterFallDamage community component lets you set up fall damage conveniently. You only need to set:
ποΈ 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.
ποΈ Level_CustomTimeLimitedSettings
With this Level_CustomTimeLimitedSettings community component, you can customize time rules of your game by setting the following timers:
ποΈ 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.
ποΈ Level_Football
This Level_Football community component allows you to configure game rules for the Crazy Football game.