Board Space Component
The board space component is a gameplay component that creates a board space and its connections to other board spaces in a Board Mod.
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs. Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.
Connecting Board Spaces
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the Scene View. Gizmos must be enabled for these arrows to appear. If you can't see them, make sure the Gizmos button (Flag icon) is green.
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space.
If you click anywhere that isn't a board space while creating a connection, a new board space will be created and connected.
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.
Board Space Types
There are eight types of board spaces provided, plus the Custom type which lets you select your own Custom Board Space.
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn't cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.
The heal space will heal any player that lands on it by 10 health points.
The gold space rewards the player that landed on it with 5 keys.
Landing on a hazard space will deal 5 health points of damage to the player.
The item space gives any player who lands on it a single item.
The first player to land on a recruit space can claim the space. They can decide between having the reaper:
- steal 9-12 health, damaging the player and healing the space owner.
- steal 6 keys, taking them from the player and giving them to the space owner.
When claiming a recruit space, all connected recruit spaces will also be claimed.
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.
You can create custom board spaces using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of Actions in a Board Space Event Component to define what happens when players land on them.
|Type||The type of board space.|
|Custom Space Prefab
(Only for Type of "Custom")
|The prefab that is used for this Custom Board Space. The list will be empty by default; add options through the board's Mod Settings.|
|Block Goal Spawn||Stop this board space from ever spawning the trophy chest or weapon cache.|
|Custom Goal Spawn||Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on where other board spaces and connections are. Not available for Pathing and Graveyard spaces, as those cannot have the chest/weapons cache.|
|Spawn Rotation||The direction around the board space to spawn the chest/weapons cache at.|
|Spawn Distance||The distance from the board space to spawn the chest/weapons cache.|
|Outgoing Connections||A list of all connections leaving this board space. Here you can adjust their transition type.|
|Player Transition||How the player should move along the connection. There are two options Walk and Teleport.|
|Walk||The player will walk from one board space to the next. This is the default behaviour.|
|Teleport||The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.|
An Align to ground button is available to orient the board space flush with the ground beneath it.
Board spaces are the most important aspect of making a board mod. See the Your First Board Map page for guidance on creating a board mod. Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is Graveyard spaces; these do not need an incoming connection.
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.