In World component, you can set the basic properties of the world.
You can generate static navigation meshes in the Navigation module of the World Settings, which will enable objects with Follow Components in the scene to move more intelligently.
| Category | Property | Type | Description |
|---|---|---|---|
| — | World Info | - | World info, redirects to the world info page |
| — | World Rules | - | Rules of the world, redirects to the world rule setting page |
| Network Setting | Network Mode | Enum | Basic Mode: Normal synchronization rules – any changes in the scene will affect other players. |
Puzzle Mode: Only synchronizes the player character's position; scene changes are visible only to the player and do not affect others. | | Player Settings | Default Character | Character | The default character of players. After setting this, players will transform into the designated character upon entering the world | | Player Settings | Character 3C | Enum | Normal: The simplest movement mode—characters move instantly in the direction of the joystick when dragged.
Advanced: Movement includes acceleration, making it more realistic and natural.
Expert: Builds on Advanced, with the character's maximum speed scaling proportionally to the joystick's drag distance. | | Player Settings | Crouch State | Bool | Should the character be able to crouch? | | Player Settings | Ragdoll Physics | Bool | Should the character use ragdoll physics? | | Player Settings | Character UI | - | Tap to access the character control UI editor | | Player Settings | Use Player Suit | Bool | If enabled (true), the character will always display the player's custom appearance, regardless of the Default Character selected (but retains the default role's abilities).
If disabled (false), the character will use the selected Default Character's appearance. | | Player Settings | Camera Type | Enum | **Default Camera Type for Players
Advanced:**When the character moves left/right, the camera smoothly rotates to follow the movement direction.Provides more dynamic and immersive gameplay perspective. | | Player Settings | Camera | - | Edit Default Character Camera Settings | | Navigation | Edit NavMesh | - | Adjust the boundaries where pathfinding will be calculated | | Navigation | Clear NavMesh | - | Removes all pre-generated pathfinding data | | Navigation | Update NavMesh | - | Rebuild NavMesh for Current Area | | Navigation | Show NavMesh | Bool | Toggle visibility of the generated NavMesh (default: hidden)
Note: NavMesh does not auto-display when re-entering the map—manually enable this option to visualize Navigation Mesh | | Navigation | Max Step Height | Float | Defines how high the flower can climb (e.g., stairs, small ledges) | | Navigation | Max Slope | Float | Slopes steeper than this value become unwalkable. |
None.
| Event | Description | Parameter | |
|---|---|---|---|
| When prop is added | Fires when any player's inventory gains a new handheld-equipped item | 1.player: (Player) The player who obtained the item |
2.Item: (Prop) The obtained item
3.count: (Int) The quantity of items obtained this time | | | When prop is removed | Fires when any player's item is removed. | 1.player: (Player) The player who lost the item | | | When player join | Fires when player join this world | 1.player: (Player) The player who join the world | | | When player leave | Fires when player leave this world
Note: This event only triggers when multiple players are present in the room. If the last player leaves, the script for this event will not execute. Therefore, avoid writing save-related logic under this event. | 1.player: (Player) The player who leave the world | |