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	<id>https://workshop.pummelparty.com/workshop.pummelparty/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RBDev</id>
	<title>Pummel Party Mod Documentation - User contributions [en]</title>
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	<updated>2026-04-09T11:41:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=712</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=712"/>
		<updated>2022-12-09T03:23:53Z</updated>

		<summary type="html">&lt;p&gt;RBDev: /* Component Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop creation of a new connection, right click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
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&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
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.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player than lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to a the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player that lands on it a single item.&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. The player will respawn at once of these spaces. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but they can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Node Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || If &#039;&#039;Type&#039;&#039; is set to custom, this input allows you to choose which custom space to use. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Block Goal Spawn&#039;&#039;&#039; || Stop this board space from ever spawning the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Spawn&#039;&#039;&#039; || 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 connection are. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, as those cannot have the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are two options &#039;&#039;Walk&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behavior.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align to ground&#039;&#039; button is available to orient the board space flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
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.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Mod&amp;diff=711</id>
		<title>Board Mod</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Mod&amp;diff=711"/>
		<updated>2022-12-09T02:31:09Z</updated>

		<summary type="html">&lt;p&gt;RBDev: /* Requirements for board mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A board mod is a custom game board created using the mod editor. You can build a unique environment from provided 3D assets, or import your own. Place and connect board nodes to allow players to move through this environment as they play. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements for board mods ===&lt;br /&gt;
Boards must meet the following requirements:&lt;br /&gt;
* They contain a single &#039;&#039;&#039;Start space&#039;&#039;&#039;&lt;br /&gt;
* All board spaces are connected (so no disconnected sections, e.g. two separate loops of board spaces)&lt;br /&gt;
* All board spaces have an incoming connection from another board space (excluding graveyard spaces)&lt;br /&gt;
* All board spaces have at least one outgoing connection to another board space (No dead-ends).&lt;br /&gt;
&lt;br /&gt;
The incoming connection rule is so that the player can always loop around to a chest. The outgoing rule is so the player always has somewhere to go.&lt;br /&gt;
&lt;br /&gt;
Boards should also have the following for the best experience:&lt;br /&gt;
* A [[:Category:Physics Components|Collider]] or [[Prop Component]] with collision below all spaces and the paths between spaces.&lt;br /&gt;
** Without this, the player may be positioned in unexpected ways as the board is being played as they have no way of knowing where the floor beneath them is.&lt;br /&gt;
* At least one graveyard-type board space. This is where players respawn the killed.&lt;br /&gt;
** Without a graveyard space, players will respawn at the start space.&lt;br /&gt;
&lt;br /&gt;
=== Tips for creating great board mods ===&lt;br /&gt;
* Create an interesting environment&lt;br /&gt;
* Choose a matching lighting preset, or create your own [[Lighting Settings#Custom Lighting|custom lighting]]&lt;br /&gt;
* Try to spread out the occurrence of the different board space types&lt;br /&gt;
** Conversely, add some larger sections of the same board space type to make the board interesting&lt;br /&gt;
* Add split paths to give choice to players&lt;br /&gt;
* Try not to place props in the way of the camera&lt;br /&gt;
** You can adjust the camera settings from the Board Settings object in the Hierarchy. &lt;br /&gt;
** You can playtest the mod in the mod editor to make sure players can be seen as they move around the board.&lt;br /&gt;
* Add a custom positions for the trophy chest&lt;br /&gt;
** You can see where the trophy chest will appear when a board node is selected. If this spot is not suitable or overlaps a prop, you can add a custom position through the inspector for that board node.&lt;br /&gt;
&lt;br /&gt;
=== How to play board mods ===&lt;br /&gt;
Subscribe to the board mod through either the ingame mod browser or the steam workshop. By subscribing to a board mod from the steam workshop, you can select it when creating a game with the board gamemode. The board will appear in the list of game boards to choose from. Starting the game will put you into a game on the custom board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Q.&#039;&#039;&#039;&lt;br /&gt;
Why are players floating after they die?&lt;br /&gt;
Why does the eggplant bomb fall through the ground?&lt;br /&gt;
Why don’t some items work properly?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.&#039;&#039;&#039;&lt;br /&gt;
You likely don’t have any solid ground with the WorldGround layer. This is the layer used by players and items to know what is solid below them.&lt;br /&gt;
Any gameobjects used as the floor of your board should:&lt;br /&gt;
* Have a collider&lt;br /&gt;
* Be set to the WorldGround layer&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Mod&amp;diff=710</id>
		<title>Board Mod</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Mod&amp;diff=710"/>
		<updated>2022-12-09T02:29:48Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Updated board mode requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A board mod is a custom game board created using the mod editor. You can build a unique environment from provided 3D assets, or import your own. Place and connect board nodes to allow players to move through this environment as they play. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements for board mods ===&lt;br /&gt;
Boards must meet the following requirements:&lt;br /&gt;
* They contain a single &#039;&#039;&#039;Start space&#039;&#039;&#039;&lt;br /&gt;
* All board spaces have an incoming connection from another board space (excluding graveyard spaces)&lt;br /&gt;
* All board spaces have at least one outgoing connection to another board space (No dead-ends).&lt;br /&gt;
&lt;br /&gt;
The incoming connection rule is so that the player can always loop around to a chest. The outgoing rule is so the player always has somewhere to go.&lt;br /&gt;
&lt;br /&gt;
Boards should also have the following for the best experience:&lt;br /&gt;
* A [[:Category:Physics Components|Collider]] or [[Prop Component]] with collision below all spaces and the paths between spaces.&lt;br /&gt;
** Without this, the player may be positioned in unexpected ways as the board is being played as they have no way of knowing where the floor beneath them is.&lt;br /&gt;
* At least one graveyard-type board space. This is where players respawn the killed.&lt;br /&gt;
** Without a graveyard space, players will respawn at the start space.&lt;br /&gt;
&lt;br /&gt;
=== Tips for creating great board mods ===&lt;br /&gt;
* Create an interesting environment&lt;br /&gt;
* Choose a matching lighting preset, or create your own [[Lighting Settings#Custom Lighting|custom lighting]]&lt;br /&gt;
* Try to spread out the occurrence of the different board space types&lt;br /&gt;
** Conversely, add some larger sections of the same board space type to make the board interesting&lt;br /&gt;
* Add split paths to give choice to players&lt;br /&gt;
* Try not to place props in the way of the camera&lt;br /&gt;
** You can adjust the camera settings from the Board Settings object in the Hierarchy. &lt;br /&gt;
** You can playtest the mod in the mod editor to make sure players can be seen as they move around the board.&lt;br /&gt;
* Add a custom positions for the trophy chest&lt;br /&gt;
** You can see where the trophy chest will appear when a board node is selected. If this spot is not suitable or overlaps a prop, you can add a custom position through the inspector for that board node.&lt;br /&gt;
&lt;br /&gt;
=== How to play board mods ===&lt;br /&gt;
Subscribe to the board mod through either the ingame mod browser or the steam workshop. By subscribing to a board mod from the steam workshop, you can select it when creating a game with the board gamemode. The board will appear in the list of game boards to choose from. Starting the game will put you into a game on the custom board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Q.&#039;&#039;&#039;&lt;br /&gt;
Why are players floating after they die?&lt;br /&gt;
Why does the eggplant bomb fall through the ground?&lt;br /&gt;
Why don’t some items work properly?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.&#039;&#039;&#039;&lt;br /&gt;
You likely don’t have any solid ground with the WorldGround layer. This is the layer used by players and items to know what is solid below them.&lt;br /&gt;
Any gameobjects used as the floor of your board should:&lt;br /&gt;
* Have a collider&lt;br /&gt;
* Be set to the WorldGround layer&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=709</id>
		<title>Texture Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=709"/>
		<updated>2022-12-08T20:41:54Z</updated>

		<summary type="html">&lt;p&gt;RBDev: /* Using a custom minigame/board image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture asset is a 2D image that can be used with materials to texture objects.&lt;br /&gt;
&lt;br /&gt;
See [[Importing Images]] for guidance and settings available when importing texture assets.&lt;br /&gt;
&lt;br /&gt;
Imported textures can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Textures&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
==Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Put a Texture on an object===&lt;br /&gt;
&lt;br /&gt;
====Using a material====&lt;br /&gt;
Textures must be assigned to a custom [[Material Asset]]. In Pummel Party, textures are not applied to objects directly, materials are applied to objects, and the material use a texture to define what they should look like. The different types of [[Material Asset]]s can take different sets of textures to create the materials look. If you just want to display a texture on an object, the texture that should be set is the one named &#039;&#039;Albedo&#039;&#039;. This is the primary visible texture that is displayed when the material is used on an object.&lt;br /&gt;
&lt;br /&gt;
The other textures that a material can use are for advanced graphical effects, such as [https://en.wikipedia.org/wiki/Normal_mapping Normal Mapping]. See the [[Material Asset]] page for more details on the different texture types.&lt;br /&gt;
&lt;br /&gt;
====Props that support custom textures====&lt;br /&gt;
[[File:PropsThatSupportTextures.png|thumb|600px|Only some of the provided props can display custom textures correctly.]]&lt;br /&gt;
Most of the provided objects that have flat colors aren&#039;t [https://en.wikipedia.org/wiki/UV_mapping UV Mapped] to support full textures so trying to use a custom material with a texture on them will just change their colors to some part of your texture, but not show the texture properly. &lt;br /&gt;
&lt;br /&gt;
There are some props that do support textures. These are most of the basic primitive shapes.&lt;br /&gt;
&lt;br /&gt;
The best props to show textures on are the following. You can search for these when setting the &#039;&#039;Prop&#039;&#039; field of a [[Prop Component]]. You can also find them in the [[Asset Browser]] and drag them into the [[Scene View]] to use them.&lt;br /&gt;
* Cube&lt;br /&gt;
* Plane&lt;br /&gt;
* Sphere&lt;br /&gt;
* Capsule&lt;br /&gt;
* Cylinder&lt;br /&gt;
* LowPolyQuad&lt;br /&gt;
* CustomBoardSpace&lt;br /&gt;
&lt;br /&gt;
The following work when showing textures, but may not be the best&lt;br /&gt;
* LowPolyPyramid&lt;br /&gt;
* BevelCube&lt;br /&gt;
* BevelCylinder&lt;br /&gt;
* LowPolyCapsule&lt;br /&gt;
* LowPolyCylinder&lt;br /&gt;
&lt;br /&gt;
Any custom meshes that you use should display custom textures correctly as long as the mesh has correct UV mapping. This means if you have a custom model with a matching set of textures, you can import the [[Mesh Asset]], import the textures, create a material to hold the textures and apply them to a prop using the mesh.&lt;br /&gt;
&lt;br /&gt;
===Using a custom minigame/board preview image===&lt;br /&gt;
You can import a texture and use it for the minigame or board image that appears in the lobby or on the minigame loading scene/ruleset menu. This preview image can be set in the [[Mod Settings]] under &#039;&#039;Minigame Details&#039;&#039; or &#039;&#039;Board Details&#039;&#039; depending on the mod type.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=708</id>
		<title>Texture Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=708"/>
		<updated>2022-12-08T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added much more detailed usage content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture asset is a 2D image that can be used with materials to texture objects.&lt;br /&gt;
&lt;br /&gt;
See [[Importing Images]] for guidance and settings available when importing texture assets.&lt;br /&gt;
&lt;br /&gt;
Imported textures can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Textures&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
==Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Put a Texture on an object===&lt;br /&gt;
&lt;br /&gt;
====Using a material====&lt;br /&gt;
Textures must be assigned to a custom [[Material Asset]]. In Pummel Party, textures are not applied to objects directly, materials are applied to objects, and the material use a texture to define what they should look like. The different types of [[Material Asset]]s can take different sets of textures to create the materials look. If you just want to display a texture on an object, the texture that should be set is the one named &#039;&#039;Albedo&#039;&#039;. This is the primary visible texture that is displayed when the material is used on an object.&lt;br /&gt;
&lt;br /&gt;
The other textures that a material can use are for advanced graphical effects, such as [https://en.wikipedia.org/wiki/Normal_mapping Normal Mapping]. See the [[Material Asset]] page for more details on the different texture types.&lt;br /&gt;
&lt;br /&gt;
====Props that support custom textures====&lt;br /&gt;
[[File:PropsThatSupportTextures.png|thumb|600px|Only some of the provided props can display custom textures correctly.]]&lt;br /&gt;
Most of the provided objects that have flat colors aren&#039;t [https://en.wikipedia.org/wiki/UV_mapping UV Mapped] to support full textures so trying to use a custom material with a texture on them will just change their colors to some part of your texture, but not show the texture properly. &lt;br /&gt;
&lt;br /&gt;
There are some props that do support textures. These are most of the basic primitive shapes.&lt;br /&gt;
&lt;br /&gt;
The best props to show textures on are the following. You can search for these when setting the &#039;&#039;Prop&#039;&#039; field of a [[Prop Component]]. You can also find them in the [[Asset Browser]] and drag them into the [[Scene View]] to use them.&lt;br /&gt;
* Cube&lt;br /&gt;
* Plane&lt;br /&gt;
* Sphere&lt;br /&gt;
* Capsule&lt;br /&gt;
* Cylinder&lt;br /&gt;
* LowPolyQuad&lt;br /&gt;
* CustomBoardSpace&lt;br /&gt;
&lt;br /&gt;
The following work when showing textures, but may not be the best&lt;br /&gt;
* LowPolyPyramid&lt;br /&gt;
* BevelCube&lt;br /&gt;
* BevelCylinder&lt;br /&gt;
* LowPolyCapsule&lt;br /&gt;
* LowPolyCylinder&lt;br /&gt;
&lt;br /&gt;
Any custom meshes that you use should display custom textures correctly as long as the mesh has correct UV mapping. This means if you have a custom model with a matching set of textures, you can import the [[Mesh Asset]], import the textures, create a material to hold the textures and apply them to a prop using the mesh.&lt;br /&gt;
&lt;br /&gt;
===Using a custom minigame/board image===&lt;br /&gt;
You can import a texture and use it for the minigame or board image that appears in the lobby or on the minigame loading scene/ruleset menu. This preview image can be set in the [[Mod Settings]] under &#039;&#039;Minigame Details&#039;&#039; or &#039;&#039;Board Details&#039;&#039; depending on the mod type.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PropsThatSupportTextures.png&amp;diff=707</id>
		<title>File:PropsThatSupportTextures.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PropsThatSupportTextures.png&amp;diff=707"/>
		<updated>2022-12-08T20:24:34Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Asset&amp;diff=706</id>
		<title>Mesh Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Asset&amp;diff=706"/>
		<updated>2022-12-08T00:51:38Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mesh asset is a 3D model that can be used by [[Mesh Renderer Component|mesh renderers]] and [[Prop Component|props]]. &lt;br /&gt;
&lt;br /&gt;
Custom meshes can be imported from an .obj file (see [[Importing Models]]). Imported Mesh Assets can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Props&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Audio_Clip_Asset&amp;diff=705</id>
		<title>Audio Clip Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Audio_Clip_Asset&amp;diff=705"/>
		<updated>2022-12-08T00:49:50Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio clips are sound files that can be used as music/ambient sound in mods, or played by an audio source compnent.&lt;br /&gt;
&lt;br /&gt;
See [[Importing Audio]] for how to import custom audio clips. Imported Audio Clips can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Audio&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
The pummel party mod editor comes with several audio clips built in, ready for use. There is a selection of quick noises, background music and ambient tracks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Importing_Audio&amp;diff=704</id>
		<title>Importing Audio</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Importing_Audio&amp;diff=704"/>
		<updated>2022-12-08T00:49:18Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pummel Party Mod Editor allows the import of custom files for your mod. Custom [[Audio Clip Asset]]s can be used to place music or sound effects in your mod. See below table for supported formats.&lt;br /&gt;
&lt;br /&gt;
== Supported File Formats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Format !! Extension !! Information&lt;br /&gt;
|-&lt;br /&gt;
| WAV||&#039;&#039;.wav&#039;&#039;||Waveform Audio File Format.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How To Import Custom Audio ==&lt;br /&gt;
[[File:import_asset_01.jpg|thumb|400px|The import asset button.]]&lt;br /&gt;
# Open the Mod Editor.&lt;br /&gt;
# Load a mod project from the file menu or create a new mod.&lt;br /&gt;
# At the bottom of the screen find the &#039;Asset Browser&#039; window.&lt;br /&gt;
# In the file browser window you will see the &#039;Import Asset&#039; button, click this.&lt;br /&gt;
# You will have the option of what type of asset to import, select &#039;Audio&#039;.&lt;br /&gt;
# Using the windows file browser, navigate to the audio file you want to import.&lt;br /&gt;
# Your audio clip should now show up as a useable asset in the &#039;Asset Browser&#039; window under the &#039;Custom/Audio&#039; folder.&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Prefab_Asset&amp;diff=703</id>
		<title>Prefab Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Prefab_Asset&amp;diff=703"/>
		<updated>2022-12-08T00:48:03Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A prefab is a collection of gameobjects formed into a sub-hierarchy that can be re-used. Changing a prefab will cause all instances of that prefab to be updated.&lt;br /&gt;
&lt;br /&gt;
Prefabs can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Prefabs&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
==Creating a prefab==&lt;br /&gt;
===From the hierarchy ===&lt;br /&gt;
You can turn a group of gameobjects in the hierarchy into a prefab. This group must have a single parent gameobject that you can select; you can&#039;t multiselect gameobjects to turn into a prefab.&lt;br /&gt;
To create the prefab, select the parent gameobject and drag it from the [[Hierarchy Window]] into the [[Asset Browser]]. This will create a prefab containing the dragged gameobject sub-hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Directly from the Asset Browser===&lt;br /&gt;
In the asset browser right click and choose &#039;&#039;Create &amp;gt; Prefab&#039;&#039;. This will create an empty prefab that you can add gameobjects and components to.&lt;br /&gt;
&lt;br /&gt;
==Editing a prefab==&lt;br /&gt;
To edit a prefab, find it in the hierarchy and double click it.&lt;br /&gt;
You can also select it in the hierarchy or scene view so that it is visible in the [[Inspector Window]]. Here you can click the &#039;&#039;Edit Prefab&#039;&#039; button on the [[Prefab Instance Component]].&lt;br /&gt;
&lt;br /&gt;
Alternatively you can locate it in the [[Asset Browser]] and double click it.&lt;br /&gt;
&lt;br /&gt;
==Instantiating prefabs==&lt;br /&gt;
&lt;br /&gt;
Prefabs can be instantiated in the scene by creating a [[Prefab Instance Component|Prefab Instance]] and setting the &#039;&#039;Prefab&#039;&#039; field to the prefab you&#039;d like to use. This will place that prefab into the scene.&lt;br /&gt;
&lt;br /&gt;
==Use cases==&lt;br /&gt;
===Re-using groups of gameobjects===&lt;br /&gt;
This is the primary usage of prefabs. If you build a house of out many gameobjects (walls, floors, doors, windows, decorations etc) and turn it into a prefab, you can then create many instances of that prefab through out the scene. If you then realize you forgot to add a back door to the house, you can update the prefab and all houses you&#039;ve placed will update. If you hadn&#039;t used a prefab ,then you&#039;d need to manually add a door to every house you&#039;d placed.&lt;br /&gt;
&lt;br /&gt;
===Usage by other components===&lt;br /&gt;
Some components such as the [[Item Component]] and [[Spawner Component]] require a prefab to be passed to them. The item uses this prefab as the visual object that the player can hold when using the item, and the spawner needs a prefab of objects for it to spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Material_Asset&amp;diff=702</id>
		<title>Material Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Material_Asset&amp;diff=702"/>
		<updated>2022-12-08T00:47:21Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Materials are assets that describe how a mesh should be drawn. It contains the visible characteristics of the mesh, including it&#039;s texture, color, normal, ambient and other maps, texture tiling and offset and emission properties.&lt;br /&gt;
&lt;br /&gt;
Custom Material assets can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Materials&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
A shader describes what attributes a material has and how it should be rendered.&lt;br /&gt;
There are four shaders provided with the mod editor. Each can produce a different type of material and is suitable for a different task.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shader !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standard Shader&#039;&#039;&#039; || The default shader that should be used for most objects in the scene.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Custom Board Space Shader&#039;&#039;&#039; || Used to make materials for custom board spaces.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Particle Shader&#039;&#039;&#039; || Used to make custom particle materials for the [[Particle System Component]]. Can also be used by the [[Line Renderer Component]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Particle Alpha Blend&#039;&#039;&#039; || Used to make semi-transparent particles for the [[Particle System Component]]. Can also be used by the [[Line Renderer Component]]. Uses different alpha blending that the &#039;&#039;Particle Shader&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Standard Shader===&lt;br /&gt;
The default shader that should be used for most objects in the scene.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rendering Mode&#039;&#039;&#039; || How the object should be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Albedo&#039;&#039;&#039; || Albedo texture. This is the primary, colored texture displayed on objects using this material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Color&#039;&#039;&#039; || A color tint to apply to the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metallic&#039;&#039;&#039; (Texture2D) || A texture describing where the texture should be shiny, and where it should be matte. Only the red and alpha channels of this texture are used. Red is used for metallic and alpha is used for smoothness. Red pixel values of 1 are completely reflective while values of 0 are completely matte. Alpha values of 1 are smooth while 0 is rough.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metallic&#039;&#039;&#039; (Float Slider) || How metallic/shiny this material is when not using the &#039;&#039;Metallic&#039;&#039; texture map. Higher values make the material more reflective.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoothness&#039;&#039;&#039; || How smooth (high values) or bumpy (low values) this material is when not using the &#039;&#039;Metallic&#039;&#039; texture map. Affects the way light reflects from the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal Map&#039;&#039;&#039; || A [https://en.wikipedia.org/wiki/Normal_mapping Normal map] to create perceived elevation on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Height Map&#039;&#039;&#039; || A [https://docs.unity3d.com/2023.1/Documentation/Manual/StandardShaderMaterialParameterHeightMap.html height map] describing the elevation of the material. Should be a black and white texture, with values closer to white being higher.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Occlusion&#039;&#039;&#039; || An [https://docs.unity3d.com/2023.1/Documentation/Manual/StandardShaderMaterialParameterOcclusionMap.html occlusion map] texture to simulate ambient occlusion on the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emission&#039;&#039;&#039; (Checkbox) || Should this material glow.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emission Color&#039;&#039;&#039; || The color of the glow. If using an emission map, it&#039;s colors will be tinted with this color.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emission&#039;&#039;&#039; (Texture2D) || [https://docs.unity3d.com/2023.1/Documentation/Manual/StandardShaderMaterialParameterEmission.html Emission map] describing the colors of the glow on this material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Tiling&#039;&#039;&#039; || How many times the texture should be tiled across the material on both the X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Offset&#039;&#039;&#039; || A pair of floats from 0 to 1 describing how much the texture should be offset across the material on both X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Board Space Shader===&lt;br /&gt;
Materials created using this shader should only be applied to the custom board mod mesh.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Tiling&#039;&#039;&#039; || How many times the &#039;&#039;Albedo&#039;&#039; texture should be tiled across the material on both the X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Offset&#039;&#039;&#039; || A pair of floats from 0 to 1 describing how much the texture should be offset across the material on both X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Albedo&#039;&#039;&#039; || Albedo texture. This is the primary, colored texture displayed on objects using this material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Edge Color&#039;&#039;&#039; || The color of the edge of the board space.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inside Color&#039;&#039;&#039; || The background color of the inside area of the board space. Visible behind the Albedo texture (if it has transparency).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Icon Color&#039;&#039;&#039; || A color tint to apply to the &#039;&#039;Albedo&#039;&#039; texture.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metallic&#039;&#039;&#039; || How metallic/shiny this material is. Higher values make the material more reflective.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoothness&#039;&#039;&#039; || How smooth (high values) or bumpy (low values) this material is. Affects the way light reflects from the material.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Icon Scale&#039;&#039;&#039; || A multiplier to scale the icon texture.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Particle Shader===&lt;br /&gt;
Materials created using this shader can be used by particle systems and line renderers. Works well for glowing, semi transparent particles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tint Color&#039;&#039;&#039; || A color tint to apply to the &#039;&#039;Particle Texture&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Particle Texture&#039;&#039;&#039; || Texture used by the particle.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Tiling&#039;&#039;&#039; || How many times the texture should be tiled across the particle on both the X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Offset&#039;&#039;&#039; || A pair of floats from 0 to 1 describing how much the texture should be offset across the particle on both X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Soft Particles Factor&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensity&#039;&#039;&#039; || How intensely these particles glow.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Particle Alpha Shader===&lt;br /&gt;
Materials created using this shader can be used by particle systems and line renderers. This is the shader you should use if your particles do not need to glow or be transparent.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tint Color&#039;&#039;&#039; || A color tint to apply to the &#039;&#039;Particle Texture&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Particle Texture&#039;&#039;&#039; || Texture used by the particle.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Tiling&#039;&#039;&#039; || How many times the texture should be tiled across the particle on both the X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Offset&#039;&#039;&#039; || A pair of floats from 0 to 1 describing how much the texture should be offset across the particle on both X and Y axis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Soft Particles Factor&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=701</id>
		<title>Texture Asset</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Texture_Asset&amp;diff=701"/>
		<updated>2022-12-08T00:46:49Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A texture asset is a 2D image that can be used with materials to texture objects.&lt;br /&gt;
&lt;br /&gt;
See [[Importing Images]] for guidance and settings available when importing texture assets.&lt;br /&gt;
&lt;br /&gt;
Imported textures can be viewed in the [[Asset Browser]] in the &#039;&#039;Custom &amp;gt; Textures&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
==Usage ==&lt;br /&gt;
===Materials===&lt;br /&gt;
Textures are used with materials. The different types of [[Material Asset]]s can take different sets of textures to create the materials look. The main texture that is required by a material is the Albedo. This is the primary visible texture that is displayed when the material is used on an object.&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Particle_System_Component&amp;diff=700</id>
		<title>Particle System Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Particle_System_Component&amp;diff=700"/>
		<updated>2022-12-08T00:43:05Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Particle system component is a [[:Category:Rendering Components|rendering component]] that creates and manages particles. These particles can be used to create effects such as fire, smoke, rain, dust and many more.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
The particle system component uses the same modules as the particle System in the Unity game engine. See the [https://docs.unity3d.com/Manual/ParticleSystemModules.html Unity particle system documentation] for what all of the  settings do. &#039;&#039;Note: Some fields may not be exposed in the Pummel Party Mod Editor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Particle systems are incredibly powerful and can create a wide range of effects. The best way to find uses for it is just to experiment. You&#039;ll likely find a setting that gives you an idea for how you could make a cool or interesting effect.&lt;br /&gt;
[[File:ParticleSystemExampleStarfield.png|thumb|none|A starfield created using particle systems.]]&lt;br /&gt;
&lt;br /&gt;
=== Combining particle systems===&lt;br /&gt;
[[File:CampfireParticleExample.gif|thumb|399px|right|Campfire in a forest created using multiple particle systems together.]]&lt;br /&gt;
Another important tip when trying to create engaging visuals is to layer multiple particle systems together. For Example, when making a fire particle system, think of all the different effects that you&#039;d see in a real campfire. Of course there&#039;s the flames, but what about the smoke and the small embers that occasionally rise up then fade out. Include separate particle systems for those to make the effect more interesting. Apply this to every effect you make; what else can you add to really &#039;&#039;sell&#039;&#039; the effect you&#039;re trying to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Water_Component&amp;diff=699</id>
		<title>Water Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Water_Component&amp;diff=699"/>
		<updated>2022-12-08T00:30:39Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Water Component is a [[:Category:Rendering Components|rendering component]] that creates a plane of low-poly water for use in mods.&lt;br /&gt;
&lt;br /&gt;
The water surface is created from many squares that will move over time to simulate waves. A unique material is placed on the mesh that displays froth and changes color based on the depth of objects beneath the water to simulate the lighting effect water would have on those objects.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:WaterComponent.png|thumb|500px|right|The default values for the Water Component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Width&#039;&#039;&#039; || The number of squares on the X axis that make up the water surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Height&#039;&#039;&#039; || The number of squares on the Z axis that make up the water surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cell Size&#039;&#039;&#039; || The side length of each square that makes up the water surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deep Color&#039;&#039;&#039; || The color of the water wherever there is nothing submerged close to the surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shallow Color&#039;&#039;&#039; || The color of the water wherever it is shallow due to objects just below the surface.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Froth Color&#039;&#039;&#039; || The color of the froth that appears around the edge of the water where it intersects objects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wave Height&#039;&#039;&#039; || The intensity of the simulated waves. There are no units for this value, but larger values lead to taller waves.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wave Speed&#039;&#039;&#039; || The frequency of the simulated waves moving up and down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
The water component is excellent for quickly creating an ocean. It&#039;s also suitable for creating rivers and lakes, if the colors are adjusted and the waves are lessened.&lt;br /&gt;
[[File:BeachWaterExample.jpg|thumb|400px|none|Water used as an ocean to create a beach scene.]]&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even need to be water. Since the color can be changed it can be used as lava or goo. The opacity of the colors can be set, so it can be made more transparent, or very opaque.&lt;br /&gt;
[[File:WaterExample_GooInSewer.jpg|thumb|400px|none|Water used as a toxic goo in a sewer scene.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:WaterComponent.png&amp;diff=698</id>
		<title>File:WaterComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:WaterComponent.png&amp;diff=698"/>
		<updated>2022-12-08T00:29:43Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Audio_Source_Component&amp;diff=697</id>
		<title>Audio Source Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Audio_Source_Component&amp;diff=697"/>
		<updated>2022-12-08T00:28:23Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio source component is an [[:Category:Audio Components|Audio Component]] that can play sound from a point in the scene. It can also play sounds with no in-world position, such as background music.&lt;br /&gt;
&lt;br /&gt;
The component includes a button in the inspector to preview the sound relative to the camera&#039;s position. This can be used to hear how the component&#039;s settings will affect the sound without needing to enter play mode.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:AudioSourceComponent.png|thumb|right|500px|The Audio Source component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039; General&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Audio Source Type&#039;&#039;&#039; || The type of the audio source. Choose &#039;&#039;SFX&#039;&#039; for any sound that play in the scene and &#039;&#039;Music&#039;&#039; for any music tracks. This affects which volume settings will apply to this audio source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Audio Clip&#039;&#039;&#039; || The audio clip or sound file to play.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Playing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Play On Awake&#039;&#039;&#039; || The audio source will start playback as soon as the game starts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loop&#039;&#039;&#039; || Should the audio source play the audio clip on repeat once it has started.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pitch&#039;&#039;&#039; || Adjust the pitch of the audio clip playback. This will also change the speed of playback, with higher pitches playing the sound faster and lower pitches taking longer to play.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Sound&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Volume&#039;&#039;&#039; || The loudness of the sound.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2D/3D Sound Blend&#039;&#039;&#039; || The ratio of the sound being played in &amp;quot;2D&amp;quot; vs &amp;quot;3D&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
2D sounds can be heard from anywhere and will be heard with no direction. I.e. the position of the audio source doesn&#039;t influence the sound. &amp;lt;br /&amp;gt;&lt;br /&gt;
3D sounds can only be heard from within the max distance range of the Audio Source and the sound will appear to come from the position of the audio source in 3D space.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Stereo panning&#039;&#039;&#039; || (2D sound only) How the sound should be split between the left and right ear. &lt;br /&gt;
*-1 is completely through the left ear. &lt;br /&gt;
*0 is balanced between the two ears.&lt;br /&gt;
*1 is completely through the right ear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Rolloff Mode&#039;&#039;&#039; || (3D sound only) How the volume of the sound should decrease off over time. The volume will follow this type of curve from the &#039;&#039;Min Distance&#039;&#039; to the &#039;&#039;Max Distance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Min Distance&#039;&#039;&#039; || (3D sound only) The minimum distance before the volume begins to drop off. When closer than this distance the full volume is used. After this distance, the volume drops off according to the &#039;&#039;Rolloff Mode&#039;&#039; until the &#039;&#039;Max Distance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Max Distance&#039;&#039;&#039; || (3D sound only) The maximum distance before the audio source cannot be heard anymore. (Note: When using &#039;&#039;Logarithmic&#039;&#039; rolloff mode, the audio will still be audible beyond this point, but will be extremely quiet).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Use Doppler Effect&#039;&#039;&#039; || (3D sound only) Should this audio source use the [https://en.wikipedia.org/wiki/Doppler_effect Doppler Effect].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
=== Playing spatial music or ambience ===&lt;br /&gt;
You can use the audio source to play music or ambience in one part of the scene. You could play the sound of frogs croaking near a pond, or some music near a radio, but set the 3D sound &#039;&#039;Max Distance&#039;&#039; small so that it drops off when not nearby. &lt;br /&gt;
&lt;br /&gt;
If you instead want general looping background music or ambience that can be heard from everywhere, you can set these using the [[Mod Settings]].&lt;br /&gt;
&lt;br /&gt;
=== Playing sound mid-game ===&lt;br /&gt;
You can make an audio source play while the game is running at a specific time by using a [[Play Sound Action]]. The play sound action will play a sound globally by default, but if you set the action&#039;s &#039;&#039;Target&#039;&#039; to &#039;&#039;Advanced&#039;&#039; and set an Audio Source as the advanced target, it will cause the audio source to play the sound, or cause the audio source to play its own sound if no clip is provided to the play sound action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Audio Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:AudioSourceComponent.png&amp;diff=696</id>
		<title>File:AudioSourceComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:AudioSourceComponent.png&amp;diff=696"/>
		<updated>2022-12-08T00:28:00Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Prefab_Instance_Component&amp;diff=695</id>
		<title>Prefab Instance Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Prefab_Instance_Component&amp;diff=695"/>
		<updated>2022-12-08T00:22:41Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image and more content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PrefabInstanceComponent.png|thumb|right|500px|The Prefab Instance component in the [[Inspector Window]]. The &#039;&#039;&#039;Edit Prefab&#039;&#039;&#039; button opens the current prefab asset for editing.]]&lt;br /&gt;
The prefab instance component is a [[:Category:Gameplay Components|gameplay component]] that creates an instance of a given [[Prefab Asset]].&lt;br /&gt;
&lt;br /&gt;
This is the primary way to use prefabs. The benefit of prefabs is to create the prefab once and use it many times throughout the scene without manually duplicating all objects within the prefab. Using prefabs with the Prefab Instance component allows you to make many prefab instances which all point to the same prefab asset. This means if the prefab asset changes, all prefab instances will update automatically.&lt;br /&gt;
&lt;br /&gt;
Prefab Instance components cannot be added to gameobjects that have child gameobjects in the hierarchy. They must be added to an empty gameobject that has no other components attached.&lt;br /&gt;
While a prefab instance component is attached to a gameobject, that gameobject cannot have any child gameobjects added, cannot have any more components added and will be given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PrefabInstanceComponent.png&amp;diff=694</id>
		<title>File:PrefabInstanceComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PrefabInstanceComponent.png&amp;diff=694"/>
		<updated>2022-12-08T00:18:06Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Collider_Component&amp;diff=693</id>
		<title>Mesh Collider Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Collider_Component&amp;diff=693"/>
		<updated>2022-12-08T00:14:45Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mesh collider component is a [[:Category:Physics Components|Physics Component]] that creates an invisible, solid, volume from a provided mesh. The collider will only be solid on the outside faces of the given mesh.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:MeshColliderComponent.png|thumb|right|800px|The Mesh Collider component in the [[Inspector Window]] and [[Scene View]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Convex&#039;&#039;&#039; || Is this mesh convex? If the mesh is convex, tick this box to improve the collision detection of the mesh. &amp;lt;br /&amp;gt;If the mesh isn&#039;t convex (i.e. it&#039;s one sided), it will be made convex by adding depth so collision can occur on all sides.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mesh&#039;&#039;&#039; || The 3D mesh to use as a collider.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Invisible objects ===&lt;br /&gt;
You may want to create an invisible platform as a challenge in a minigame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Sphere_Collider_Component&amp;diff=692</id>
		<title>Sphere Collider Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Sphere_Collider_Component&amp;diff=692"/>
		<updated>2022-12-08T00:14:41Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sphere collider component is a [[:Category:Physics Components|Physics Component]] that creates an invisible, solid, spherical volume.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:SphereColliderComponent.png|thumb|right|800px|The Sphere Collider component in the [[Inspector Window]] and [[Scene View]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Center&#039;&#039;&#039; || The center of the sphere in local space.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Radius&#039;&#039;&#039; || The distance from the center of the sphere to the edge. Controls the size of the collider.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Invisible objects ===&lt;br /&gt;
You may want to create an invisible platform as a challenge in a minigame.&lt;br /&gt;
&lt;br /&gt;
=== Smoothing out collision on a complex object===&lt;br /&gt;
You may have an collection of [[Prop Component]] objects in the scene with complex collision that could have their collision disabled and replaced with a single or a few sphere colliders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SphereColliderComponent.png&amp;diff=691</id>
		<title>File:SphereColliderComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SphereColliderComponent.png&amp;diff=691"/>
		<updated>2022-12-08T00:14:23Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:MeshColliderComponent.png&amp;diff=690</id>
		<title>File:MeshColliderComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:MeshColliderComponent.png&amp;diff=690"/>
		<updated>2022-12-08T00:14:15Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Capsule_Collider_Component&amp;diff=689</id>
		<title>Capsule Collider Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Capsule_Collider_Component&amp;diff=689"/>
		<updated>2022-12-08T00:12:53Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The capsule collider component is a [[:Category:Physics Components|Physics Component]] that creates an invisible, solid, capsule-shaped volume.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:CapsuleColliderComponent.png|thumb|right|800px|The Capsule Collider component in the [[Inspector Window]] and [[Scene View]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Center&#039;&#039;&#039; || The center of the capsule volume.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Radius&#039;&#039;&#039; || Distance from the center of the capsule to the edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Height&#039;&#039;&#039; || Distance from the bottom of one curved end to the top of the other.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direction&#039;&#039;&#039; || The &amp;quot;up&amp;quot; direction of the capsule. This is the axis that is affected by &#039;&#039;Height&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Invisible objects ===&lt;br /&gt;
You may want to create an invisible platform as a challenge in a minigame.&lt;br /&gt;
&lt;br /&gt;
=== Smoothing out collision on a complex object===&lt;br /&gt;
&lt;br /&gt;
You may have an collection of [[Prop Component]] objects in the scene with complex collision that could have their collision disabled and replaced with a single or a few capsule colliders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:CapsuleColliderComponent.png&amp;diff=688</id>
		<title>File:CapsuleColliderComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:CapsuleColliderComponent.png&amp;diff=688"/>
		<updated>2022-12-08T00:12:18Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Box_Collider_Component&amp;diff=687</id>
		<title>Box Collider Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Box_Collider_Component&amp;diff=687"/>
		<updated>2022-12-08T00:11:57Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The box collider component is a [[:Category:Physics Components|Physics Component]] that creates an invisible, solid, box-shaped volume.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoxColliderComponent.png|thumb|right|800px|The Box Collider component in the [[Inspector Window]] and [[Scene View]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Center&#039;&#039;&#039; || The center of the box volume.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Size&#039;&#039;&#039; || The width, height and depth of the box volume in local space.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
=== Level Boundaries ===&lt;br /&gt;
Box colliders are the perfect way to keep players within the bounds of the level. It is recommended to use a visible object instead of an invisible wall, but if you want to make sure players don&#039;t escape over the top of a visible wall, you can place a box collider that extends much higher than the visible wall&#039;s collider.&lt;br /&gt;
&lt;br /&gt;
=== Invisible objects ===&lt;br /&gt;
You may want to create an invisible platform as a challenge in a minigame.&lt;br /&gt;
&lt;br /&gt;
=== Smoothing out collision on a complex object===&lt;br /&gt;
[[File:SmoothBridgeUsingColliders.png|thumb|right|Here this bridge has had it&#039;s collision disabled and replaced with three box colliders. This allows players to smoothly traverse the bridge. Without this, the player would bounce up and down on each plank of the bridge.]]&lt;br /&gt;
You may have an object in the scene with complex collision, or holes in the object that players should not enter. Use a box collider to cover these areas to improve and simplify collision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoxColliderComponent.png&amp;diff=686</id>
		<title>File:BoxColliderComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoxColliderComponent.png&amp;diff=686"/>
		<updated>2022-12-08T00:10:32Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Renderer_Component&amp;diff=685</id>
		<title>Mesh Renderer Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mesh_Renderer_Component&amp;diff=685"/>
		<updated>2022-12-08T00:04:11Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mesh renderer is a [[:Category:Rendering Components|rendering component]] that renders a 3D mesh in the scene. It can render both built-in and custom [[Mesh Asset]]s&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:MeshRendererComponent.png|thumb|right|600px|The Mesh Renderer component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cast Shadows&#039;&#039;&#039; || Should shadows be cast from the &#039;&#039;Mesh&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Off&#039;&#039; || The mesh will not cast any shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;On&#039;&#039; || The mesh will cast shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Two Sided&#039;&#039; || The mesh will cast shadows. It will cast shadows from both sides of each polygon that makes up the visible model.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Shadows Only&#039;&#039; || Only the shadows cast by the mesh will be visible. The mesh will not be visible.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mesh&#039;&#039;&#039; || The [[Mesh Asset|mesh]] or prop asset to be drawn by the renderer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Materials&#039;&#039;&#039; || A list of materials to draw the mesh with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:MeshRendererComponent.png&amp;diff=684</id>
		<title>File:MeshRendererComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:MeshRendererComponent.png&amp;diff=684"/>
		<updated>2022-12-08T00:02:32Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Line_Renderer_Component&amp;diff=683</id>
		<title>Line Renderer Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Line_Renderer_Component&amp;diff=683"/>
		<updated>2022-12-08T00:00:26Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Moved and resized image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Line Renderer is a [[:Category:Rendering Components|rendering component]] that can create a 3D line through the scene. It is primarily used for adding interesting visual effects and detail to a mod.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:LineRendererWithInspector.png|thumb|800px|right|An example of a line renderer component and how it appears in the [[Scene View]]. The custom material uses the &#039;&#039;Particle Alpha Blend&#039;&#039; shader]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Positions&#039;&#039;&#039; || An ordered list of positions. The line is constructed by connecting these points together.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loop&#039;&#039;&#039; || Connects the last position back to the first.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use World Space&#039;&#039;&#039; || Makes the positions relative to the world origin, rather than this gameobject&#039;s transform position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Start Width&#039;&#039;&#039; || The width of the line at the first position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Width&#039;&#039;&#039; || The width of the line at the last position.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corner Vertices&#039;&#039;&#039; || How smooth the corners in the line should be. Higher numbers lead to smoother corners.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Vertices&#039;&#039;&#039; || How smooth the ends of the line should be. Higher numbers lead to smoother ends.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Start Color&#039;&#039;&#039; || The color of the line at the start position. &#039;&#039;Some materials don&#039;t support setting a color&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Color&#039;&#039;&#039; || The color of the line at the last position. &#039;&#039;Some materials don&#039;t support setting a color&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alignment&#039;&#039;&#039; || Determines if this light source will cast shadows and whether they will have a soft or hard edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;View&#039;&#039; || The line will always try to face the camera.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Transform Z&#039;&#039; || The line will always try to face the +Z axis of the gameobject&#039;s transform.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Texture Mode&#039;&#039;&#039; || How the texture of this material should be drawn onto the line. &#039;&#039;Some materials don&#039;t support textures&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Stretch&#039;&#039; || Stretches the texture along the length of the line. The texture doesn&#039;t repeat. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Tile&#039;&#039; || Tiles the texture along the length of the line. The tiling is controlled by the texture tiling value of the material. &#039;&#039;Some materials don&#039;t support texture tiling&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Distribute Per Segment&#039;&#039; || Stretches the texture once along the length of the line. The texture will be stretched equally between each point, rather than evenly across the entire line.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Repeat Per Segment&#039;&#039; || Stretches the texture between each position on the line, repeating along the length of the line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Materials&#039;&#039;&#039; || A list of materials used by the line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cast Shadows&#039;&#039;&#039; || Should the line cast shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Off&#039;&#039; || The line will not cast any shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;On&#039;&#039; || The line will cast shadows from the visible side.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Two Sided&#039;&#039; || The line will cast shadows from both sides.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Shadows Only&#039;&#039; || The line will not be visible, only its shadow will.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Receive Shadows&#039;&#039;&#039; || Should the line receive shadows from other objects that cast shadows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
[[File:LineRendererExample.png|thumb|right|300px|Here line renderers have been used to make moving lasers for the player to avoid.]]&lt;br /&gt;
Possible uses for line renderers include:&lt;br /&gt;
* A rope&lt;br /&gt;
* Power lines&lt;br /&gt;
* Lightning bolts&lt;br /&gt;
* Lasers&lt;br /&gt;
* Rainbows&lt;br /&gt;
* A path (A winding carpet or a bridge made of energy/magic/light)&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=682</id>
		<title>Light Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=682"/>
		<updated>2022-12-07T23:56:43Z</updated>

		<summary type="html">&lt;p&gt;RBDev: /* Component Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Light component is a [[:Category:Rendering Components|rendering component]] that provides light to the scene. This light will affect the shading of [[Prop Component|props]] and other objects in the scene.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:LightComponent.png|thumb|right|500px|The Light component in the [[Inspector Window]]. This example creates a wide, slightly yellow, spotlight.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || The shape of the light.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Point&#039;&#039; || Like a light bulb, shines light out in all directions from a single point.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Spot&#039;&#039; || Shaped like a spot light, projecting light from a single point out in a cone shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Directional&#039;&#039; || Similar to the sun, shines light from a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Color&#039;&#039;&#039; || The color of the shading applied by the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Point and Spot only&#039;&#039; || The distance the light source will effect objects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spot Angle&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spot only&#039;&#039; || The angle defining the spread of the spotlight from edge to edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensity&#039;&#039;&#039; || The brightness of the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadows&#039;&#039;&#039; || Determines if this light source will cast shadows and whether they will have a soft or hard edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;None&#039;&#039; || Light does not produce shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Hard&#039;&#039; || Light produces shadows with hard, crisp edges.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Soft&#039;&#039; || Light produces shadows with soft, blurred edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Let&#039;s say for example we have the following scene containing a prop of a camp fire. In order to show the camp fire is lit we might add a light source.&lt;br /&gt;
&lt;br /&gt;
[[File:light_ex_01.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
==== Adding a light source to our scene ====&lt;br /&gt;
# Right click on the camp fire in the hierarchy window on the left side of the mod editor screen.&lt;br /&gt;
# In the context menu that opens move your mouse to &#039;Light&#039;.&lt;br /&gt;
# Click on &#039;Point Light&#039; from the options of lights.&lt;br /&gt;
# You should now have a light source under your camp fire, click on the lights gizmo icon and move the light slightly up.&lt;br /&gt;
# While selecting the light game object, look in the inspector window on the right side of the mod editor.&lt;br /&gt;
# Find the &#039;Color&#039; option and change it to orange.&lt;br /&gt;
&lt;br /&gt;
We now have a light source under our campfire that makes it appear lit.&lt;br /&gt;
[[File:light_ex_02.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=681</id>
		<title>Light Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=681"/>
		<updated>2022-12-07T23:56:28Z</updated>

		<summary type="html">&lt;p&gt;RBDev: /* Component Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Light component is a [[:Category:Rendering Components|rendering component]] that provides light to the scene. This light will affect the shading of [[Prop Component|props]] and other objects in the scene.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:LightComponent.png|thumb|right|500px|The Light component in the [[Inspector Window]]. This example creates a wide, slightly yellow, spotlight.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || The shape of the light.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Point&#039;&#039; || Like a light bulb, shines light out in all directions from a single point.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Spot&#039;&#039; || Shaped like a spot light, projecting light from a single point out in a cone shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Directional&#039;&#039; || Similar to the sun, shines light from a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Color&#039;&#039;&#039; || The color of the shading applied by the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Point and Spot only&#039;&#039; || The distance the light source will effect objects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spot Angle&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spot only&#039;&#039; || The angle defining the spread of the spotlight from edge to edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensity&#039;&#039;&#039; || The brightness of the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadows&#039;&#039;&#039; || Determines if this light source will cast shadows and whether they will have a soft or hard edge).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;None&#039;&#039; || Light does not produce shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Hard&#039;&#039; || Light produces shadows with hard, crisp edges.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Soft&#039;&#039; || Light produces shadows with soft, blurred edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Let&#039;s say for example we have the following scene containing a prop of a camp fire. In order to show the camp fire is lit we might add a light source.&lt;br /&gt;
&lt;br /&gt;
[[File:light_ex_01.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
==== Adding a light source to our scene ====&lt;br /&gt;
# Right click on the camp fire in the hierarchy window on the left side of the mod editor screen.&lt;br /&gt;
# In the context menu that opens move your mouse to &#039;Light&#039;.&lt;br /&gt;
# Click on &#039;Point Light&#039; from the options of lights.&lt;br /&gt;
# You should now have a light source under your camp fire, click on the lights gizmo icon and move the light slightly up.&lt;br /&gt;
# While selecting the light game object, look in the inspector window on the right side of the mod editor.&lt;br /&gt;
# Find the &#039;Color&#039; option and change it to orange.&lt;br /&gt;
&lt;br /&gt;
We now have a light source under our campfire that makes it appear lit.&lt;br /&gt;
[[File:light_ex_02.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=680</id>
		<title>Light Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=680"/>
		<updated>2022-12-07T23:56:14Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image and updated content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Light component is a [[:Category:Rendering Components|rendering component]] that provides light to the scene. This light will affect the shading of [[Prop Component|props]] and other objects in the scene.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:LightComponent.png|thumb|right|500px|The Light component in the [[Inspector Window]]. This example creates a wide, slightly yellow, spotlight.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || The shape of the light.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Point&#039;&#039; || Like a light bulb, shines light out in all directions from a single point.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Spot&#039;&#039; || Shaped like a spot light, projecting light from a single point out in a cone shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Directional&#039;&#039; || Similar to the sun, shines light from a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Color&#039;&#039;&#039; || The color of the shading applied by the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Point and Spot only&#039;&#039; || The distance the light source will effect objects (for directional lights this has no effect).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spot Angle&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spot only&#039;&#039; || The angle defining the spread of the spotlight from edge to edge.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensity&#039;&#039;&#039; || The brightness of the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadows&#039;&#039;&#039; || Determines if this light source will cast shadows and whether they will have a soft or hard edge).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;None&#039;&#039; || Light does not produce shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Hard&#039;&#039; || Light produces shadows with hard, crisp edges.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Soft&#039;&#039; || Light produces shadows with soft, blurred edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Let&#039;s say for example we have the following scene containing a prop of a camp fire. In order to show the camp fire is lit we might add a light source.&lt;br /&gt;
&lt;br /&gt;
[[File:light_ex_01.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
==== Adding a light source to our scene ====&lt;br /&gt;
# Right click on the camp fire in the hierarchy window on the left side of the mod editor screen.&lt;br /&gt;
# In the context menu that opens move your mouse to &#039;Light&#039;.&lt;br /&gt;
# Click on &#039;Point Light&#039; from the options of lights.&lt;br /&gt;
# You should now have a light source under your camp fire, click on the lights gizmo icon and move the light slightly up.&lt;br /&gt;
# While selecting the light game object, look in the inspector window on the right side of the mod editor.&lt;br /&gt;
# Find the &#039;Color&#039; option and change it to orange.&lt;br /&gt;
&lt;br /&gt;
We now have a light source under our campfire that makes it appear lit.&lt;br /&gt;
[[File:light_ex_02.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:LightComponent.png&amp;diff=679</id>
		<title>File:LightComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:LightComponent.png&amp;diff=679"/>
		<updated>2022-12-07T23:54:59Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=678</id>
		<title>Light Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Light_Component&amp;diff=678"/>
		<updated>2022-12-07T23:49:21Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Removed navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Light component is a [[:Category:Rendering Components|rendering component]] that provides light to the scene. This light will affect the shading of [[Prop Component|props]] and other objects in the scene.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || The shape of the light.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Point&#039;&#039; || Like a light bulb, shines light out in all directions from a single point.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Spot&#039;&#039; || Shaped like a spot light, projecting light from a single point out in a cone shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Directional&#039;&#039; || Similar to the sun, shines light from a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Color&#039;&#039;&#039; || The color of the shading applied by the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039; || The distance the light source will effect objects (for directional lights this has no effect).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensity&#039;&#039;&#039; || The brightness of the light source.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadows&#039;&#039;&#039; || Determines if this light source will cast shadows and whether they will have a soft or hard edge).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;None&#039;&#039; || Light does not produce shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Hard&#039;&#039; || Light produces shadows with hard, crisp edges.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Soft&#039;&#039; || Light produces shadows with soft, blurred edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Let&#039;s say for example we have the following scene containing a prop of a camp fire. In order to show the camp fire is lit we might add a light source.&lt;br /&gt;
&lt;br /&gt;
[[File:light_ex_01.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
==== Adding a light source to our scene ====&lt;br /&gt;
# Right click on the camp fire in the hierarchy window on the left side of the mod editor screen.&lt;br /&gt;
# In the context menu that opens move your mouse to &#039;Light&#039;.&lt;br /&gt;
# Click on &#039;Point Light&#039; from the options of lights.&lt;br /&gt;
# You should now have a light source under your camp fire, click on the lights gizmo icon and move the light slightly up.&lt;br /&gt;
# While selecting the light game object, look in the inspector window on the right side of the mod editor.&lt;br /&gt;
# Find the &#039;Color&#039; option and change it to orange.&lt;br /&gt;
&lt;br /&gt;
We now have a light source under our campfire that makes it appear lit.&lt;br /&gt;
[[File:light_ex_02.jpg|frame|none]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rendering Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=677</id>
		<title>Template:Component Navbox</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=677"/>
		<updated>2022-12-07T23:41:19Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ Components&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=676</id>
		<title>Template:Component Navbox</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=676"/>
		<updated>2022-12-07T23:40:17Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ Components&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name       = Component Navbox&lt;br /&gt;
| title      = Components&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
&lt;br /&gt;
| group1     = Gameplay Components&lt;br /&gt;
| list1      = &lt;br /&gt;
* [[Item]]&lt;br /&gt;
* [[Something]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Rendering Components&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[Light Component]]&lt;br /&gt;
* [[mesh Renderer Component]]&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=675</id>
		<title>Template:Component Navbox</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Template:Component_Navbox&amp;diff=675"/>
		<updated>2022-12-07T23:39:39Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added full table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Components&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name       = Component Navbox&lt;br /&gt;
| title      = Components&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
| state      = {{{state|}}}&lt;br /&gt;
&lt;br /&gt;
| group1     = Gameplay Components&lt;br /&gt;
| list1      = &lt;br /&gt;
* [[Item]]&lt;br /&gt;
* [[Something]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Rendering Components&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[Light Component]]&lt;br /&gt;
* [[mesh Renderer Component]]&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=674</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=674"/>
		<updated>2022-12-07T22:35:51Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added images and section explaining the different board space types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop creation of a new connection, right click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
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&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
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.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player than lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to a the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player that lands on it a single item.&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. The player will respawn at once of these spaces. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but they can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Node Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || If &#039;&#039;Type&#039;&#039; is set to custom, this input allows you to choose which custom space to use. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Spawn&#039;&#039;&#039; || 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 connection are. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, as those cannot have the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|}&lt;br /&gt;
For each connection on a board space, you can set the transition used to move players along that connection. &#039;&#039;Walk&#039;&#039; is the default and makes the player walk between the spaces, while &#039;&#039;Teleport&#039;&#039; will hide the path and teleport the player instantly between the spaces.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align to ground&#039;&#039; button is available to orient the board space flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
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.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceComponent.png&amp;diff=673</id>
		<title>File:BoardSpaceComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceComponent.png&amp;diff=673"/>
		<updated>2022-12-07T22:32:26Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceTypes.png&amp;diff=672</id>
		<title>File:BoardSpaceTypes.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceTypes.png&amp;diff=672"/>
		<updated>2022-12-07T22:28:40Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Trigger_Component&amp;diff=671</id>
		<title>Trigger Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Trigger_Component&amp;diff=671"/>
		<updated>2022-12-07T22:04:40Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added images and more content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The trigger component is a [[:Category:Gameplay Components|gameplay component]] that fires [[Event]]s when triggered. It will run any set [[Action]]s in response to those events.&lt;br /&gt;
It defines a trigger volume that is visible during editing of the mod, but is hidden in play mode.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:TriggerComponent.png|thumb|500px|right|The Trigger component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trigger Shape&#039;&#039;&#039; || The shape of the trigger volume.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Box&#039;&#039; || The trigger is a box shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Size&#039;&#039;&#039; || Describes the width height and depth of the trigger box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Sphere&#039;&#039; || The trigger is a sphere.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Radius&#039;&#039;&#039; || Describes the width height and depth of the trigger box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Capsule&#039;&#039; || The trigger is a capsule shape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Radius&#039;&#039;&#039; || Distance from the center of the capsule to the edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Height&#039;&#039;&#039; || Distance from the bottom of one curved end to the top of the other.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger On Hit&#039;&#039;&#039; || If this trigger should fire when a weapon or punch collides with it. The trigger will be made solid when this is enabled and the other trigger types are disabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;On Hit Actions&#039;&#039;&#039; || Actions to perform when something hits the trigger&#039;s solid collider.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger On Enter&#039;&#039;&#039; || If this trigger should fire when something enters its volume.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;On Enter Actions&#039;&#039;&#039; || Actions to perform when something enters the trigger volume.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger On Exit&#039;&#039;&#039; || If this trigger should fire when something exits its volume.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;On Exit Actions&#039;&#039;&#039; || Actions to perform when something enters the trigger volume.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger On Stay&#039;&#039;&#039; || If this trigger should fire repeatedly if something is within its volume.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;On Stay Actions&#039;&#039;&#039; || Actions to perform when something enters the trigger volume.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Trigger Interval&#039;&#039;&#039; || Time in seconds between firing the On Stay event.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;One Use Per Player&#039;&#039;&#039; || Should this trigger only fire once for each player in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disable After Triggered&#039;&#039;&#039; || Should this trigger disable itself after it is first triggered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
[[File:TriggerInSceneView.png|thumb|500px|right|The trigger as it appears in the [[Scene View]] when gizmos are enabled. Triggers are not visible in play mode; they are only visible while editing in the mod editor.]]&lt;br /&gt;
&lt;br /&gt;
=== Damage area ===&lt;br /&gt;
By having a trigger&#039;s On Stay event damage the activator of the trigger, you can create an area for players to avoid by constantly removing health while they are in the trigger. You could have the trigger kill the player who entered it, and attach the trigger to a moving object for the player to avoid (think an obstacle course with swinging blades).&lt;br /&gt;
&lt;br /&gt;
=== King of the hill ===&lt;br /&gt;
A king of the hill style game could be created by placing a trigger that rewards players for remaining inside it using actions with the &#039;&#039;On Stay&#039;&#039; event.&lt;br /&gt;
&lt;br /&gt;
=== One use per player ===&lt;br /&gt;
Using the &#039;&#039;One Use Per Player&#039;&#039; attribute, you can make a trigger that can reward players with points, but stops players from repeatedly entering and exiting the trigger to gain many points. &lt;br /&gt;
&lt;br /&gt;
=== Disable after triggered ===&lt;br /&gt;
&#039;&#039;Disable After Triggered&#039;&#039; can allow a trigger to only be usable by a single player. This can be used in minigames where to goal is to reach something first to win. You can make entering a trigger finish the game and reward the player as the winner by having the minigame win condition set to &amp;quot;Obtain Points&amp;quot; and the trigger&#039;s &#039;&#039;On Enter&#039;&#039; Action rewarding the number of points to win the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:TriggerInSceneView.png&amp;diff=670</id>
		<title>File:TriggerInSceneView.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:TriggerInSceneView.png&amp;diff=670"/>
		<updated>2022-12-07T22:02:06Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
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		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:TriggerComponent.png&amp;diff=669</id>
		<title>File:TriggerComponent.png</title>
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		<updated>2022-12-07T22:01:01Z</updated>

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		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Spawner_Component&amp;diff=668</id>
		<title>Spawner Component</title>
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		<updated>2022-12-07T21:57:27Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spawner component is a [[:Category:Gameplay Components|gameplay component]] that can spawn [[Prefab Asset|prefabs]].&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:SpawnerComponent.png|thumb|500px|The Spawner component in the [[Inspector Window]]. This example will spawn one of three prefabs at one of two locations, and not spawn another until the first is destroyed.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || When should the spawner spawn something.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Always Spawn&#039;&#039; || Spawns prefabs repeatedly. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Interval&#039;&#039;&#039; || The time between each prefab being spawned by the spawner. Can be set as a constant or a random time between two values.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Spawn On Destruction&#039;&#039; || Spawns a prefab once the last spawned prefab is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Delay&#039;&#039;&#039; || The &#039;&#039;Delay&#039;&#039; before the prefab is spawned when this spawner is destroyed. Can be set as a constant or a random time between two values.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Count&#039;&#039;&#039; || How many prefabs should be spawned at once.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prefabs&#039;&#039;&#039; || A list of prefabs to spawn. The prefabs will be chosen randomly from this list.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Locations&#039;&#039;&#039; || Defines where prefabs are spawned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;OnSpawner&#039;&#039; || Spawns prefabs on the position of this gameobject. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;OnTargets&#039;&#039; || Spawns prefabs on the provided list of &#039;&#039;Spawn Points&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Spawn Points&#039;&#039;&#039; || A list of transforms that will be used as spawn points for the prefabs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Spawners can be used to continuously spawn items or collectables for points.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;Spawn on Destruction&#039;&#039; can essentially &amp;quot;respawn&amp;quot; a prefab once it&#039;s destroyed. Using the random mode of the spawn delay can make this use case more interesting.&lt;br /&gt;
&lt;br /&gt;
Note: Be careful when using a low &#039;&#039;interval&#039;&#039; value with &#039;&#039;Always Spawn&#039;&#039;. Many objects will be spawned in the same position and may cause the game to lag.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SpawnerComponent.png&amp;diff=667</id>
		<title>File:SpawnerComponent.png</title>
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		<updated>2022-12-07T21:54:59Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
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		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Player_Spawn_Component&amp;diff=666</id>
		<title>Player Spawn Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Player_Spawn_Component&amp;diff=666"/>
		<updated>2022-12-07T21:50:12Z</updated>

		<summary type="html">&lt;p&gt;RBDev: Added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player spawn component is a [[:Category:Gameplay Components|gameplay component]] that defines where and how players should spawn. It is exclusive to [[Minigame Mod]]s.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:PlayerSpawnComponent.png|thumb|400px|The Player Spawn component in the [[Inspector Window]].]]&lt;br /&gt;
[[File:PlayerSpawnComponentPoint.png|thumb|400px|Point spawn type.]]&lt;br /&gt;
[[File:PlayerSpawnComponentLine.png|thumb|400px|Line spawn type.]]&lt;br /&gt;
[[File:PlayerSpawnComponentCircle.png|thumb|400px|Circle spawn type.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shared Spawn&#039;&#039;&#039; || Can this spawn point be shared by multiple players during the initial spawn.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spawn Shape&#039;&#039;&#039; || The arrangement of player spawns when using Shared Spawn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Point&#039;&#039; || All players spawn on a single point.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Line&#039;&#039; || Players spawn in a line. The length of the line can be set. Players can be made to spawn equally or randomly spaced along the line.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Circle&#039;&#039; || Players spawn on the edge of a circle. The circle&#039;s radius can be set. Players can be made to spawn equally or randomly spaced around the circle.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spawn Usage Type&#039;&#039;&#039; || The color of the shading applied by the light source.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;InitialSpawn&#039;&#039; || Players can spawn here at the start of the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Respawn&#039;&#039; || Players can respawn here.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Allowed Players&#039;&#039;&#039; || The distance the light source will effect objects (for directional lights this has no effect).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Player Count Mask&#039;&#039;&#039; || Given the number of players in the current game, decide if this spawn point should be enabled. You can use this to create spawn points that are only used if there are, for example, 1, 2, 3 or 4 players. Then create other spawn points that are used instead for games of 5, 6, 7 and 8 players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Spawn points are a requirement for minigames and define where the players will be placed at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Outside of just using them to place players initially, you can use the options to change how the minigame is played. By creating separate spawn points that only allow respawning, you can place players who have died into new areas that were inaccessible from the initial spawn location. Maybe this is somewhere high up that provides players with weapons to shoot at those who haven&#039;t died yet. Maybe it places them in a completely separate part of the scene to do something while they wait for the remaining players to die and the minigame to end. Maybe the point of a minigame is to try and die, allowing you to respawn at a place containing something that satisfies the win condition (A [[Trigger Component|trigger]] that gives you points for example).&lt;br /&gt;
&lt;br /&gt;
You can use the &#039;&#039;Player Count Mask&#039;&#039; option to tailor your minigame to different player counts. If your minigame is an arena where players must battle, consider making a few arenas of different sizes, one for 1v1, one for 3 to 4 players and one for 5+ players. Creating spawn points in each of the three arenas with Player Count Masks set correctly will force players to spawn into the correct arena for the current game&#039;s player count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBDev</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PlayerSpawnComponentPoint.png&amp;diff=665</id>
		<title>File:PlayerSpawnComponentPoint.png</title>
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		<updated>2022-12-07T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
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		<author><name>RBDev</name></author>
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	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PlayerSpawnComponentLine.png&amp;diff=664</id>
		<title>File:PlayerSpawnComponentLine.png</title>
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		<updated>2022-12-07T21:48:42Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
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		<author><name>RBDev</name></author>
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	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:PlayerSpawnComponentCircle.png&amp;diff=663</id>
		<title>File:PlayerSpawnComponentCircle.png</title>
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		<updated>2022-12-07T21:47:19Z</updated>

		<summary type="html">&lt;p&gt;RBDev: &lt;/p&gt;
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