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bɩX 18 Sep, 2024 @ 11:09am
[For dev] Map and Teleport compatibility for overhead elements
If a developer passes by and wishes to answer me :)

On my maps, I tend to put elements high up to give my maps more depth. But this has one not-so-cool consequence, namely that it's not possible to use the tp and the openable map doesn't go high enough to see these elements.

This isn't too bad, but it does make the player's experience less enjoyable. I'd like to know if there's a solution for this.
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Charlton  [developer] 5 18 Sep, 2024 @ 2:32pm 
Hi there,

It's not very well documented, but the camera view will raise or lower to keep a fixed vertical distance from any objects that are given the "WorldGround" layer. Objects using the "Default" layer, are ignored by the camera, so that layer can be used for any walls or ceilings that you don't want the camera to rise with.

So the fix would be to go through your board mods and change the ground/floor objects to the "WorldGround" layer using the dropdown at the top of the inspector.

A couple of things to note:
- Players will prioritize walking on any "WorldGround" objects over "Default" objects. In other words, when placing the player on the ground, if there's a "Default" object and a "WorldGround" object, the player will be placed on the "WorldGround" and act as if the "Default" object isn't there. You can keep small rocks and props as "Default" to have the player pass through them instead of bumping up/down as they walk over them.
- The camera will always rise based on the highest "WorldGround" object, so anywhere with overlapping terrain will cause the map view to rise to the highest level.
bɩX 18 Sep, 2024 @ 3:18pm 
Hi Charlton,

Thank you very much! Everything works the way I want it to now, I didn't quite understand the purpose of the layers. Thanks again for the very clear explanation and your responsiveness, Much appreciated :)
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