Gameplay & interaction
Controls, characters, physical objects, behaviors, and shared journeys.
19 documents · 100 sectionsInput actions
packages/input is a device-neutral action map with a keyboard adapter.
Player input
Held movement and keyboard look now run on a 50 ms main-thread timer, independently of animation frames.
Gamepad input
Connect a controller that the browser exposes with the standard mapping, then press a button to wake it.
Touch input
Touch-capable browsers show a movement pad and Jump/Run buttons while playing.
Shared travelers
The development player now renders remote travelers using the original Darkwind rig.
Remote actors
The development player now projects remote travelers from Simulation.entities, the same entity store used by the local motor and authored world.
Animation state
The development runtime now connects the existing AnimationState component to rigid and skeletal model poses.
Owned physics
Physics ownership, room integration, replay, capacity, and measured limits.
Character motor
The owned Rapier adapter now sets the current integration duration before computing the character sweep.
Buoyancy
Create Driftwood cove from the editor's new-world templates, Save, then Apply and open the shared playtest.
Swimming
Travelers can enter a pool, float, swim together and return to shore.
Sliding props
World format 4 supports an interaction with kind: 'push' and push: {offset, steps}.
Vehicles
Alder court is an early shared driving scene: an original cedar deck with iron rims, brass wheel hubs and a bow marker, on a sunlit stone courtyard.
Ragdolls
Marionette court introduces an original articulated beech mannequin with a teal vest and brass joints.
Scripted patrols
A format-4 scene object may bind patrol: {name, color, route, conversationSeconds} to a dialogue interaction through its existing interaction field.
Trusted behaviors
The optional packages/behavior runtime is integrated with Simulation.
Restricted behaviors
Select a static object in the atelier, open Behavior…, and choose Custom response.
Object & vehicle crossings
Lantern passage is an early shared playtest for carrying connected cedar decks and their riders between two places.
Arrival points
On the engine development branch, gateways can target named positions and headings in a destination place.