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1
+ /
2
+ /
3
+ /
4
+ Mini-Map Marker
5
+ I. Mini-Map Marker Component Functions
6
+ The Mini-Map Marker Component supports displaying entities on the prefabricated
7
+ Mini-Map UI Controls through visual indicators such as icons/ranges
8
+ The Mini-Map Marker Component needs to be mounted on entities; it supports players,
9
+ objects, and creations
10
+ Mini-Map Markers can be enabled/disabled through their default settings, or be
11
+ controlled through node graphs
12
+ II. Editing Mini-Map Marker Components
13
+ 1. Adding Components
14
+ (1) In the Entity or Prefab editing interface, open the Component Editing Tab
15
+ (2) Click "Add Components" below, then select and click "Mini-map Marker" to add it
16
+ (3) Click "Advanced Editing" to expand the Editing Tab
17
+ 2. Basic Information of Mini-Map Marker Components
18
+ Configuration Parameters
19
+ Description
20
+ Initially Effective
21
+ The drop-down menu provides a list of mini-map markers
22
+ Use the check box to toggle the marker's active state. Cha
23
+ tab
24
+ *Mini-Map Marker List
25
+ Enumerates all mini-map markers for entity configuration
26
+ 3. Add Mini-Map Markers
27
+ Click "Advanced Editing" to edit the Mini-Map Marker
28
+ The added mini-map marker is initially effective by default.
29
+ 4. Mini-Map Marker Parameter Descriptions
30
+ (1) Display Settings
31
+ Configuration Parameters
32
+ Description
33
+ Initially Visible to All
34
+ Players
35
+ When enabled, the marker will be visible on the mini-map of
36
+ Follow Object Visibility
37
+ If enabled, when the entity is hidden, the mini-map marker w
38
+ Display Priority
39
+ When Mini-Map Markers overlap at the same location, the m
40
+ number indicates a higher priority
41
+ (2) Marker Style
42
+ Configuration Parameters
43
+ Description
44
+ Select Type
45
+ It is divided into several types: icon, range, marker, player's
46
+ have different configuration parameters.
47
+ Show Height Difference
48
+ When enabled, entities with height differences exceeding 10
49
+ (3) Classification of Selection Types
50
+ Configuration Parameters
51
+ Description
52
+ Selec Icon
53
+ Offers a variety of icons to choose from
54
+ Background
55
+ Options: None, Circle
56
+ Background Border Color
57
+ Icon background color supports specific colors as well as
58
+ Logic-driven colors include
59
+ [Hostility] Enemies in red, friends in green, and self i
60
+ [Follow Own Faction] Based on the current faction's
61
+ [Follow Owner's Faction] Based on the current entity
62
+ Clickable
63
+ When enabled, open the map and click on the marker to
64
+ Text Content
65
+ Click to set the text on the right
66
+ Configuration Parameters
67
+ Description
68
+ Area Style
69
+ Area's border can be displayed as a solid line or a dotted
70
+ Color
71
+ Icon background color supports specific colors as well as
72
+ Logic-driven colors include:
73
+ [Hostility] Enemies in red, friends in green, and self i
74
+ [Follow Own Faction] Based on the current faction's
75
+ [Follow Owner's Faction] Based on the current entity
76
+ Area Size (m)
77
+ Displays proportionally in the Mini-Map UI Controls accor
78
+ Configuration Parameters
79
+ Description
80
+ Style Preview
81
+ Displays the point style which cannot be modified. Points
82
+ Color
83
+ Icon background color supports specific colors as well as
84
+ Logic-driven colors include:
85
+ [Hostility] Enemies in red, friends in green, and self i
86
+ [Follow Own Faction] Based on the current faction's
87
+ [Follow Owner's Faction] Based on the current entity
88
+ Configuration Parameters
89
+ Description
90
+ Style Preview
91
+ The preview icon shows the creator's (Craftsperson's) cu
92
+ nodes. Player markers cannot be clicked on the world m
93
+ Background Border Color
94
+ Icon background color supports specific colors and logic-
95
+ Logic-driven colors include:
96
+ [Hostility] Enemies in red, friends in green, and self i
97
+ [Follow Own Faction] Based on the current faction's
98
+ [Follow Owner's Faction] Based on the current entity
99
+ Icon Preview
100
+ This can only be set for creations. Preview only, not edita
101
+ Background Border Color
102
+ Icon background color supports specific colors and logic-
103
+ Logic-driven colors include:
104
+ [Hostility] Enemies in red, friends in green, and self i
105
+ [Follow Own Faction] Based on the current faction's
106
+ Clickable
107
+ When enabled, open the map and click on the marker to
108
+ Marker Name
109
+ Name of the marker
110
+ Text Content
111
+ Click to set the text on the right
112
+ III. Managing Mini-Map Markers Through Node
113
+ Graphs
114
+ Batch modify the Mini-Map Marker states of target entities through the input list of mini-
115
+ map marker IDs.
116
+ Scan Tag
117
+ Light Source
118
+ Concept Introduction
119
+ Functions
120
+ Common Components
121
+ Mini-Map Marker
122
+ Click
123
+ to add mini-map markers.
124
+
125
+ Marker X, where X is an ID, can be used as a node input to adjust the initial
126
+ activation parameters of the mini-map marker.
127
+
128
+ Icons
129
+
130
+ AoE
131
+
132
+ Marker
133
+
134
+ Player's Marker
135
+
136
+ Creation Icon
137
+
138
+ Modify Mini-Map Marker Activation Status
139
+
140
+ Modify Player List for Visible Mini-Map Markers
141
+
142
+ Modify Player Markers on the Mini-Map
143
+
144
+ Modify Mini-Map Zoom
145
+
146
+ Modify Player List for Tracking Mini-Map Markers
147
+
148
+ Query Specified Mini-Map Marker Information
149
+
150
+ Get Entity's Mini-Map Marker Status
151
+
152
+ Home
153
+ News
154
+ About Us
155
+ Careers
156
+ Business Affairs
157
+ Privacy Policy
158
+ Terms of Service
159
+ Help Center
160
+ General Guide
161
+ Tutorial
162
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Ability Units
5
+ I. Definition of Ability Unit
6
+ 1. What is an Ability Unit
7
+ Ability Units are a set of ability data predefined by creators (Craftspeople) during editing,
8
+ which can be called by multiple other functional modules at runtime, such as node
9
+ graphs, on-hit detection components, and local projectiles
10
+ Includes the following types:
11
+ Type
12
+ Description
13
+ Hitbox Attack
14
+ Initiates a hitbox attack based on a specified target or
15
+ attack hitbox collides with an entity's hurtbox, it launch
16
+ that entity
17
+ Direct Attack
18
+ Perform a direct attack on the specified target
19
+ Play Special Effects
20
+ Play a timed effect based on a specified target or loca
21
+ Create Local Projectiles
22
+ Create a local projectile based on a specified target o
23
+ Add Unit Statuses
24
+ Add Unit Statuses to the specified target
25
+ Remove Unit Status
26
+ Remove Unit Status from the specified target
27
+ Destroy Self
28
+ Destroy self
29
+ Recover HP
30
+ Restore a certain amount of HP for the target
31
+ 2. How to Use Ability Units
32
+ Ability units are a set of pure data that has no functions on their own. Therefore, other
33
+ systems are needed to call these ability units to achieve their corresponding effects
34
+ There are several entry points for ability unit call in the current mode. Note that each
35
+ entry point has different types of ability units available
36
+ Call Type
37
+ Description
38
+ Server Node Graph Direct Call
39
+ Directly initiate an ability unit call from the server node
40
+ and can only use attack-related ability units.
41
+ On-Hit Detection Component
42
+ Hit Event Call
43
+ On-Hit Detection When hitting an entity or scene, Abil
44
+ call can be triggered once
45
+ Local Projectile Hit Event Call
46
+ When local projectile hits an entity or scene, Ability Un
47
+ be triggered once
48
+ Local Projectile Destruction
49
+ Event Call
50
+ When local projectile is destroyed, Ability Unit call ca
51
+ triggered once
52
+ II. Editing Ability Units
53
+ 1. Entry Point for Ability Units Editing
54
+ (1) Entry Point for Specialized Settings Tab Editing
55
+ Click "Advanced Editing" to enter the details interface
56
+ (2) Entry Point for Local Projectiles Tab Editing
57
+ Click "Advanced Editing" to enter the details interface
58
+ 2. Editing Ability Units
59
+ On the ability unit details editor tab, click the "+" icon to add a new ability unit setting
60
+ You can then switch the ability unit type in the Ability Unit Type option
61
+ 3. Ability Unit Effects
62
+ See Ability Unit Effects
63
+ 4. Ability Unit Call
64
+ (1) Server Node Graph Node Call
65
+ In the server node graph, you can call three ability units: [Hitbox Attack], [Direct Attack],
66
+ and [Restore HP]
67
+ [Hitbox Attack] and [Direct Attack] are called using the [Initiate Attack] node
68
+ Call the [Recover HP] behavior by calling the [Recover HP] node
69
+ (2) Called When On-Hit Detection Component Registers a Hit
70
+ The on-hit detection component can be configured with ability units that [Trigger on Hit]
71
+ Click Details to enter the on-hit detection component details settings interface
72
+ Click "Add Ability Units" to add pre-configured ability units
73
+ When on-hit detection is successfully triggered, the configured ability unit will be called
74
+ immediately
75
+ Compared to handling the same logic using the [When On-Hit Detection Is Triggered]
76
+ event in the server node graph, configuring in [On-Hit Trigger Settings] allows ability
77
+ units to trigger more quickly locally, reducing the impact of network latency
78
+ (3) Called When Local Projectile Hits
79
+ In the [On-Hit Detection] component of local projectiles, you can also configure ability
80
+ units that [Trigger on Hit]. Since local projectiles don't have node graph configurations,
81
+ most of the logic for local projectiles needs to be written through hit trigger logic
82
+ As shown in the graph below, this is a common ability unit configuration where a local
83
+ projectile hits, plays VFX, and finally destroys itself
84
+ Configure in order: the three ability units of Direct Attack - Play VFX - Destroy Self
85
+ Then configure in the On-Hit Trigger Settings to make the local projectile deal damage,
86
+ play special effects, and finally make itself disappear upon impact
87
+ (4) Called When Local Projectile Is Destroyed
88
+ In the [Behavior Settings at End of Life Cycle] on the base attributes tab of the local
89
+ projectile, you can also reference a set of ability units
90
+ Typically used for behaviors executed when a local projectile is destroyed, such as
91
+ initiating an attack upon destruction
92
+ Combat Settings
93
+ General Settings
94
+ Concept Introduction
95
+ Functions
96
+ Specialized Settings
97
+ Ability Units
98
+ Home
99
+ News
100
+ About Us
101
+ Careers
102
+ Business Affairs
103
+ Privacy Policy
104
+ Terms of Service
105
+ Help Center
106
+ General Guide
107
+ Tutorial
108
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ Before You Read
2
+ I. Disclaimer
3
+ The content in this comprehensive guide is currently in a testing phase and will be
4
+ supplemented and corrected periodically. If Creators (Craftspeople) notice areas for
5
+ improvement while reading, please submit feedback through the standard channels
6
+ II. Content Introduction
7
+ This guide consists of the following five sections
8
+ 1. Interface Guide
9
+ This section introduces the interface features used when editing Stages, including how
10
+ to open them and how to use them Interface Guide
11
+ 2. Concept Introduction
12
+ Explains the basic concepts Creators (Craftspeople) may encounter while editing their
13
+ Stages, along with their purposes and configuration methods Concept Introduction
14
+ 3. Support Function
15
+ Introduction to various global checking functions used for load calculation and
16
+ detection Support Function
17
+ 4. Appendix
18
+ Supplementary content to the main text, providing more detailed but lower-priority
19
+ information Appendix
20
+ III. Special Symbol Description
21
+ While reading the main text, you will see some text displayed in special colors or
22
+ marked with special symbols
23
+ Among them:
24
+ Red italics indicate basic concept terms. Each term has a specific, unique meaning
25
+ Blue italics indicate concepts used in the Editing interface in this article
26
+ Interface Guide
27
+ Before You Read
28
+ Home
29
+ News
30
+ About Us
31
+ Careers
32
+ Business Affairs
33
+ Privacy Policy
34
+ Terms of Service
35
+ Help Center
36
+ General Guide
37
+ Tutorial
38
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Currency
5
+ I. Definition of Currency
6
+ Currency is a general item used in gameplay. It is used to determine the value of virtual
7
+ items and evaluate whether trades can be completed. Currency can be held by units
8
+ and will increase or decrease through trading or Node Graph logic
9
+ II. Editing Currency
10
+ Enter the editing interface through the [Currency and Inventory] button
11
+ Enter the Currency tab to edit the currency details
12
+ Currency Name: Name defined by the creator (Craftsperson) for the currency
13
+ Configuration ID: Unique identifier for currency data
14
+ Base Attributes
15
+ Loot: Converted into loots and created in the scene
16
+ Destroy: Currency is destroyed
17
+ Save: Only applies to characters. Currency will be retained after character revival.
18
+ For units other than characters, this is equivalent to Destroy
19
+ Shared Reward: All players share the same currency loot entity. Once one player
20
+ picks it up, other players can no longer pick it up
21
+ Individualized Reward: Each player will have their own independent currency loot
22
+ entity generated locally, and players' pickup actions do not affect each other
23
+ Equipment
24
+ Inventory
25
+ Concept Introduction
26
+ Advanced Concepts
27
+ Resource System
28
+ Currency
29
+ Icon: The display style of currency during gameplay. You can click the icon to
30
+ select one from prefabricated icons
31
+
32
+ Destruction Debris: The logic executed when the currency owner is defeated
33
+
34
+ Loot Drop Mechanics: When currency drops, it will be converted into an entity that
35
+ drops in the scene
36
+
37
+ Corresponding Loot Appearance: Configure a loot prefab, which is a prefab with
38
+ physical properties. When a virtual item is created in the scene, it will be displayed
39
+ using the related loot model
40
+
41
+ Display Priority : The higher the number, the higher the item will be displayed in the
42
+ inventory
43
+
44
+ Home
45
+ News
46
+ About Us
47
+ Careers
48
+ Business Affairs
49
+ Privacy Policy
50
+ Terms of Service
51
+ Help Center
52
+ General Guide
53
+ Tutorial
54
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ On-Hit Detection
5
+ I. Functions of On-Hit Detection Components
6
+ On-Hit Detection Components can send hit events to the server node graph when the
7
+ hit area defined within the component encounters other entities or scene terrain
8
+ (including water surfaces). In most cases, this can be used to handle the function of a
9
+ projectile's hitbox
10
+ It can also immediately trigger an ability unit (attack only) locally when the hit area
11
+ contacts other entities
12
+ On-Hit Detection Components support multiple on-Hit detection areas taking effect
13
+ simultaneously, and their effective ranges will stack.
14
+ A typical use case is using this component as a projectile's On-Hit Detection Box. It
15
+ determines when a projectile hits a target and processes post-hit events in the Node
16
+ Graph (such as dealing damage or playing special effects)
17
+ II. Editing On-Hit Detection Components
18
+ 1. Add Components
19
+ (1) In the Entity/Prefab Editing interface, open the Component Editing Tab
20
+ (2) Click "Add Common Components" below, then click "On-Hit Detection" to add it
21
+ (3) Click "Advanced Editing" to expand the editing tab
22
+ 2. Editing Hit Rules
23
+ The parameters and their functions are as follows:
24
+ Parameter
25
+ Function
26
+ Trigger Type
27
+ Single Trigger: On-Hit Detection triggers only once dur
28
+ event is sent to the Node Graph at most once during i
29
+ Non-Repeating Trigger: For each hit entity, On-Hit Det
30
+ Repeating Trigger: Can trigger multiple times, subject
31
+ wait for the trigger interval time before triggering again
32
+ Trigger Interval
33
+ Only configurable when trigger type is set to Repeatin
34
+ Detection Delay Time
35
+ When an entity is created, it will delay On-Hit Detectio
36
+ Time].
37
+ Common use is to prevent projectile-type objects from
38
+ Enable Continuous Collision
39
+ Detection
40
+ When enabled, activates Continuous Collision Detectio
41
+ Continuous Collision Detection: When an entity is mov
42
+ may result in "tunneling" (where the entity passes thro
43
+ to large position differences between frames. Enabling
44
+ speed movement
45
+ CCD has a significant performance cost, so it is only r
46
+ speed movement requiring precise hits)
47
+ Continuous Collision Detection
48
+ Type
49
+ Above Speed Threshold: CCD is only enabled when th
50
+ optimize performance.
51
+ Continuously Effective: Continuously effective, more pe
52
+ Speed Threshold
53
+ Only effective when CCD type is set to "Above Speed
54
+ velocity exceeds this value, which helps optimize perfo
55
+ Detection Radius
56
+ Continuous Collision Detection is implemented by gen
57
+ frames to assist with collision detection. The detection
58
+ recommended to keep it consistent with the actual rad
59
+ used for detection instead
60
+ Filter Node Graph
61
+ Refer to Local Filter Node Graph: Used to determine w
62
+ distinctions and usage of the two filters, see Node Gr
63
+ together, the hit is considered valid only if both conditi
64
+ The local filter will execute once every time a hit occu
65
+ An explanation of the correspondence between th
66
+ Output parameter is projectile entity.
67
+ Output parameter is the entity that was hit.
68
+ Output parameter is local character.
69
+ Enable Filters Below
70
+ When enabled, the filtering parameters below will be a
71
+ all entities that can pass through the filter will be hit
72
+ Faction Filter
73
+ None: Does not hit entities of any faction.
74
+ Hostile Faction: Only hits entities hostile to the project
75
+ Allied Faction: Only hits entities friendly to the projectil
76
+ Allied Faction Self Entity Included: Only hits entities fri
77
+ Own Faction: Only hits the faction the projectile belong
78
+ All Factions: Hits all factions, including self.
79
+ All Factions Self Entity Excluded: Hits all factions, exc
80
+ Entity Type Filter
81
+ Multiple selectable options, including Objects, Charact
82
+ Hit Layer Filter
83
+ Multiple options can be selected. When multiple option
84
+ when hitting an object with a hurtbox, two hit events m
85
+ hurtbox.)
86
+ Hurtbox: Only hits entities with hurtboxes.
87
+ Scene: Hits scene colliders, in this case the On Hit De
88
+ Object Self-Collision: On-Hit Detection triggered by co
89
+ hurtbox value in the node graph's On-Hit Detection Tri
90
+ Execute Ability Unit When Hit
91
+ References a group of ability units, see Ability Units
92
+ When on-hit detection is triggered, this group of ability
93
+ 3. Editing Hit Areas
94
+ Click [Add Trigger Area] to add a new hit area configuration
95
+ The On-Hit Detection Area is similar to the Collision Trigger . Multiple detection areas
96
+ can be configured, and when any detection area collides with an entity or scene, it will
97
+ trigger a on-hit detection event
98
+ Parameter
99
+ Function
100
+ Trigger Area Shape
101
+ Currently supports cuboid, sphere, and capsule detect
102
+ Center
103
+ Offset relative to the entity/prefab center
104
+ Rotation
105
+ Only configurable when a cuboid area is selected, the
106
+ Zoom Multiplier
107
+ Only configurable when a cuboid area is selected, for
108
+ Radius
109
+ Radius of the sphere/capsule
110
+ Angle
111
+ Can only be configured when a capsule area is select
112
+ Height
113
+ Can only be configured when a capsule area is select
114
+ III. Using On-Hit Detection Functions in Node
115
+ Graphs
116
+ Node Type: Event
117
+ Node Functions
118
+ Node Parameters
119
+ Parameter Type
120
+ Parameter Name
121
+ Type
122
+ Description
123
+ Output
124
+ Parameter
125
+ Event Source
126
+ Entity
127
+ Entity
128
+ Common event parameter, th
129
+ Output
130
+ Parameter
131
+ Event Source
132
+ GUID
133
+ GUID
134
+ Common event parameter, G
135
+ Output
136
+ Parameter
137
+ On-Hit Hurtbox
138
+ Boolean
139
+ Returns whether the entity's h
140
+ Returns [Yes] when hitting an
141
+ scenes or colliding with itself
142
+ Output
143
+ Parameter
144
+ On-Hit Entity
145
+ Entity
146
+ When hitting an entity's hurtb
147
+ hitting scenes or colliding with
148
+ Output
149
+ Parameter
150
+ On-Hit Location
151
+ 3D Vector
152
+ Returns the on-hit location, re
153
+ Timer
154
+ Extra Collisions
155
+ Concept Introduction
156
+ Functions
157
+ Common Components
158
+ On-Hit Detection
159
+ Get Self Entity
160
+
161
+ Get Target Entity
162
+
163
+ Get Current Character
164
+
165
+ Local filter example:
166
+
167
+ When On-Hit Detection Is Triggered
168
+
169
+ When the on-hit detection component collides with an entity or scene, it pushes a
170
+ [On Projectile Hit] event to the component owner's node graph
171
+
172
+ Based on the [Trigger Type] configuration in the on-hit detection component, this
173
+ event may be triggered once or multiple times
174
+
175
+ Home
176
+ News
177
+ About Us
178
+ Careers
179
+ Business Affairs
180
+ Privacy Policy
181
+ Terms of Service
182
+ Help Center
183
+ General Guide
184
+ Tutorial
185
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Deck Selector UI Controls
5
+ The Deck Selector provides a simple interface for editing decision interactions
6
+ Supports editing of decision-making content, including decision time, presentation of
7
+ decision options, interaction methods for decisions, etc.
8
+ I. Deck Selector Functions
9
+ During stage runtime, the Deck Selector can be invoked through default configurations
10
+ or the node graph.
11
+ Supports player interaction, and send a Decision Pop-up Completion Event to the node
12
+ graph upon timeout or after interaction.
13
+ II. Editing Deck Selector
14
+ 1. Add Deck Selectors
15
+ 2. Interface Configuration - Deck Selector
16
+ This section configures the Deck Selector's overall appearance and usage rules,
17
+ allowing players to customize its display style
18
+ (1) Visibility
19
+ Configuration Parameters
20
+ Description
21
+ Index
22
+ Parameters used to invoke the
23
+ Deck Selector node
24
+ Initially Visible
25
+ If unchecked, the UI control
26
+ will not be visible when
27
+ activated.
28
+ This parameter can be
29
+ adjusted through the Node
30
+ Graph - Modify UI Control
31
+ Group Status.
32
+ (2) Transform
33
+ Configuration Parameters
34
+ Description
35
+ Location
36
+ Supports manually entering the UI Control's location
37
+ You can also adjust it by dragging the UI Control in the ed
38
+ *Size
39
+ Configuration not supported
40
+ Layer
41
+ The higher the number, the higher the display layer
42
+ 3. Interface Configuration - Decision Panel
43
+ (1) Page Settings
44
+ a. Visibility
45
+ b. Deck Selector
46
+ Configuration Parameters
47
+ Description
48
+ Show Title
49
+ When checked, the current Deck Selector w
50
+ Title Text
51
+ Supports editing the display title
52
+ Interface Layout
53
+ Provides two style options to choose from
54
+ List
55
+ Grid
56
+ c. Show selected quantity
57
+ Configuration Parameters
58
+ Description
59
+ Show Selected Quantity
60
+ Determines whether to show the current number of selecte
61
+ d. Show reset count limit
62
+ Configuration Parameters
63
+ Description
64
+ Show Reset Count Limit
65
+ Determines whether to show the minimum and maximum n
66
+ e. Show Remaining Time(s)
67
+ Configuration Parameters
68
+ Description
69
+ Show Remaining Time (s)
70
+ If checked, the Deck Selector will automatically close when
71
+ If the player completes the interaction before the countdow
72
+ Decision Completion Style and Decision Completion Style
73
+ Pre-End Warning Time (s)
74
+ When the countdown reaches the configured time, the time
75
+ f. Other Settings
76
+ Configuration Parameters
77
+ Description
78
+ Pause Game in Single-
79
+ Player Mode
80
+ If checked, the game will pause during the selection proce
81
+ Controls can collapse
82
+ If checked, the deck selector can be manually collapsed.
83
+ You can choose to postpone handling, process it later, or w
84
+ Selection can be canceled
85
+ If checked, the Deck Selector can be manually closed. The
86
+ support interactions.
87
+ If closed, it triggers the node graph's Decision Completion
88
+ (2) Option Configuration
89
+ a. Known Deck Settings
90
+ Configuration Parameters
91
+ Description
92
+ Display Deck Icon
93
+ Whether the displayed card includes an icon. If it does, the
94
+ Display Deck Title
95
+ Whether the displayed card includes a title. If it does, the i
96
+ Display Deck Description
97
+ Whether the displayed card includes a description. If it do
98
+ b. Unknown Deck Settings
99
+ Configuration
100
+ Parameters
101
+ Description
102
+ Reveal result after
103
+ Selection
104
+ After the decision is made, determine whether to play an anim
105
+ Result Page Closing
106
+ Method
107
+ Closes after the
108
+ countdown ends
109
+ Additional configuration of countdown du
110
+ Closed Manually
111
+ Requires manually closing the pop-up to
112
+ Countdown(s)
113
+ After the decision is complete, the deck selector will automatic
114
+ c. Deck Settings
115
+ Use Edit Details to configure deck display
116
+ Configuration
117
+ Parameters
118
+ Description
119
+ Deck ID
120
+ Used for displaying the cards when invoking the Deck Selecto
121
+ Increments sequentially starting from 1, cannot be modified
122
+ Deck Types
123
+ Known Deck
124
+ Provides a clearly configurable icon
125
+ Unknown Deck
126
+ Provides only a question mark icon. Recom
127
+ and Closes after the countdown ends
128
+ Deck Icon
129
+ This configuration will only be available when icon configuratio
130
+ Deck Title
131
+ Text Configuration
132
+ Deck Description
133
+ Text Configuration
134
+ Tag Color
135
+ Text Color
136
+ Tag Description
137
+ Text visible only to creators (Craftspeople) for record-keeping p
138
+ III. Managing Deck Selector Through Node Graphs
139
+ Scoreboard UI Controls
140
+ Concept Introduction
141
+ Assets
142
+ UI Controls
143
+ Deck Selector UI Controls
144
+ In the UI Control Group Editor Window, add the UI control template - Deck Selector
145
+
146
+ The Deck Selector is a default UI controls group
147
+
148
+ Invoke Deck Selector
149
+
150
+ Close Deck Selector
151
+
152
+ When Deck Selector Is Complete
153
+
154
+ Random Deck Selector Selection List
155
+
156
+ Home
157
+ News
158
+ About Us
159
+ Careers
160
+ Business Affairs
161
+ Privacy Policy
162
+ Terms of Service
163
+ Help Center
164
+ General Guide
165
+ Tutorial
166
+ Copyright © COGNOSPHERE. All Rights Reserved.
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2xoxrop0la.txt ADDED
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1
+ /
2
+ Units
3
+ Units are individual entities that integrate data during both the editing process and
4
+ stage runtime.
5
+ The in-game representation of a unit is called an entity.
6
+ Entities that can run complex logic during stage runtime are called Dynamic Entities,
7
+ which have more Attributes and Components, and can use Node Graphs.
8
+ Entities that can only be used for model placement and visibility settings are called
9
+ Static Entities.
10
+ Each entity must be created based on predefined basic data, referred to as Prefabs.
11
+ Dynamic entities and static entities are composed of their corresponding types of
12
+ prefabs.
13
+ I. Basic Concepts
14
+ All entities originate from corresponding prefab data. You can create explicit entity data
15
+ directly during the editing phase, or dynamically create entities based on specified
16
+ prefabs during runtime.
17
+ In the Entity Placement tab, drag the prefab from the assets bar into the scene to
18
+ create an editable entity
19
+ 1. Entity
20
+ The essence of an entity is an individual that integrates data, the in-game
21
+ representation of a unit, and is the minimal collection that carries functionality
22
+ During game runtime, entities can serve as variable types for recording and passing
23
+ Besides static entities, entities can be edited with additional specialized settings,
24
+ common components, and node graph functions
25
+ 2. Entity GUID
26
+ For every editable entity in the editing scene (even those created from the same
27
+ prefab), there is a unique GUID
28
+ GUID (Globally Unique Identifier) ensures that the entity can be precisely identified
29
+ through its GUID
30
+ 3. Prefabs
31
+ Prefabs are essentially preset entity data
32
+ All editable entities are created from prefabs
33
+ 4. Prefabricated Components and Custom Prefabs
34
+ We provide a series of pre-made dynamic, static and enemy prefabs
35
+ Additionally, players can modify prefabricated components and save them as custom
36
+ prefabs
37
+ 5. Prefab ID
38
+ All prefabs have a globally unique prefab ID, but only dynamic prefabs and enemy
39
+ prefabs can generate runtime entities through node graph nodes
40
+ II. Unit Types
41
+ There are six types of units. Click the link for more detailed information
42
+ Players
43
+ Characters
44
+ Creations
45
+ Objects
46
+ Local Projectiles
47
+ Stages
48
+ III. Entity Editing and Placement
49
+ 1. Naming and Indexing of Editable Entities
50
+ In the entity placement tab, editable entities have globally unique entity names and
51
+ GUIDs
52
+ 2. Runtime Entity Naming and Indexing
53
+ During runtime, runtime entities can be generated from editable entity data
54
+ or by using node graphs with prefabricated components
55
+ 3. Entity Editing
56
+ After entering the Entity Placement tab (A),
57
+ in the current save file, the sidebar will display all Custom Prefabs (B) and
58
+ Prefabricated Components (C)
59
+ You can drag prefabricated/custom prefabs from the "Dynamic," "Static," and "Enemy"
60
+ tabs into the scene for editing
61
+ However, you cannot switch between static and dynamic types through the entity panel
62
+ When clicking on an editable entity, the following tabs will appear on the right. For static
63
+ entities, only the basic information panel
64
+ can be edited. If you try to switch to
65
+ other panels, you will receive a message that they cannot be edited
66
+ 4. Basic Information Panel
67
+ This section displays a set of non-removable base attributes for this entity type.
68
+ Attributes may vary across different entity types. You can only modify the attributes
69
+ possessed by this entity type here.
70
+ 5. Specialized Setting Panel
71
+ Provides basic combat attributes, aggro configuration, hurtbox settings, combat settings,
72
+ ability units and other content to add combat-related logic to entities
73
+ 6. Common Component Panel
74
+ Common Components are a primary way to add functions to entities. You can add,
75
+ remove and edit components to give entities more functions during runtime
76
+ Some entity types come with pre-mounted components in the component panel. These
77
+ can be freely added, removed, or edited as needed
78
+ 7. Node Graph Panel
79
+ Node graphs are custom logic scripts created by creators (Craftspeople). You can use
80
+ this panel to add, delete, and edit node graphs to enable additional functions for running
81
+ entities
82
+ IV. Prefab Editing
83
+ Select (A) to enter the prefab library interface
84
+ In the prefab library, you can create custom prefabs to assist with stage building
85
+ After entering the prefab library (A),
86
+ click the Object Icon (B) on the status bar to access the object prefab panel; click the
87
+ Creations Icon (C) to access the creations prefab panel; click the Loot Icon (D) to
88
+ access the loot prefab panel
89
+ You can organize your tabs based on personal preferences to manage the prefabs
90
+ you've created
91
+ You can drag prefabricated components from the Dynamic and Static tabs (E) into the
92
+ scene for editing
93
+ 1. Naming and Indexing
94
+ Prefabs must have globally unique names (F) when being saved
95
+ After saving, the prefab will generate a globally unique prefab ID (G)
96
+ You can change the prefab to dynamic or static via the dropdown menu (H)
97
+ The prefab provides four tabs for adding functions (I), arranged from left to right:
98
+ 2. Basic Information Panel
99
+ This section displays a set of non-removable attributes for this prefab type. Attributes
100
+ may vary across different prefab types. You can only modify the attributes specific to
101
+ this prefab type here
102
+ 3. Specialized Setting Panel
103
+ Add combat-related logic to prefabs by providing basic combat attributes, aggro
104
+ configuration, hurtbox settings, combat settings, and ability units
105
+ 4. Common Component Panel
106
+ Common Components are a primary way to add functions to entities. You can add,
107
+ remove and edit components to give prefabs more functionality
108
+ Some prefab types come with pre-mounted components in the component panel. These
109
+ can be freely added, deleted, and edited
110
+ 5. Node Graph Panel
111
+ Node graphs are custom logic scripts created by creators (Craftspeople). You can add,
112
+ remove, or edit node graphs in this panel to enable additional functions for prefabs
113
+ 6. Saving Prefabs
114
+ After modifying the prefabricated component, you can click the Save button at the
115
+ bottom of the screen to store it as a custom prefab and place it under the specified tab
116
+ If you are modifying a custom prefab you can click Overwrite and Save Prefab to
117
+ update the original custom prefab, or click Save As Prefab to save it as a new custom
118
+ prefab
119
+ Both dynamic and static prefabs can be dragged into the scene as editable entities on
120
+ the entity placement tab, after which runtime entities can be created during runtime
121
+ Specifically, dynamic prefabs and creation prefabs can be created as runtime entities
122
+ directly through the node graph node [Create Prefab] during runtime
123
+ In most cases, editable objects placed in the scene are called editable entities
124
+ They are created by dragging prefabs into the scene under the entity placement tab
125
+ V. Creating Temporary Entities
126
+ Use the [Create Prefab] node in the node graph to create running entities directly from
127
+ prefabs during gameplay
128
+ These are called temporary entities. Unlike regular entities, they lack an editor-based
129
+ GUID but otherwise function the same
130
+ VI. Concept and Placement of Static Entities
131
+ Static entities are entities that cannot be edited with additional attributes, components,
132
+ or node graph functions. Players cannot access them during runtime and can only use
133
+ them for decoration and scene layout
134
+ Static entities cannot be created as temporary entities via the [Create Prefab] node.
135
+ They can only be created by making static prefabs first and then dragging them into the
136
+ scene under the entity placement tab
137
+ Functions
138
+ Concept Introduction
139
+ Units
140
+ You can drag and drop prefabricated components directly to create entities, edit
141
+ them and build stages
142
+
143
+ You can also create custom prefabs in the prefab library first, then drag out your
144
+ custom prefabs to create entities, and proceed with editing and stage building
145
+
146
+ Prefabs can be created as editable entities by dragging them into the scene from
147
+ the Entity Placement tab
148
+
149
+ Through the node graph node [Create Prefab], you can create dynamic entities or
150
+ monster entities during runtime
151
+
152
+ After dragging a prefab into the scene and successfully creating an entity from it,
153
+ any modifications made to the entity will be completely independent of the prefab
154
+ that created it
155
+
156
+ Home
157
+ News
158
+ About Us
159
+ Careers
160
+ Business Affairs
161
+ Privacy Policy
162
+ Terms of Service
163
+ Help Center
164
+ General Guide
165
+ Tutorial
166
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Path
4
+ I. Path Functions
5
+ Path is a feature that combines one or more waypoints, which contain only position and
6
+ rotation information, into a set of path information.
7
+ The waypoint information in the path consists of world coordinates and rotation. Its data
8
+ content will not be adjusted when referenced.
9
+ Paths can be referenced by any supported functionality, which currently includes the
10
+ Not-in-Battle - Patrol feature of creations and the stage path movement of the basic
11
+ motion device component.
12
+ II. Path Management Tool Functions
13
+ Paths are managed uniformly through the Path Management Tool
14
+ Add or delete paths and edit the data within them
15
+ Manage the tabs that organize paths
16
+ III. Editing Paths
17
+ 1. Entry Points
18
+ Open the System menu in the top left corner and select Path Management to open the
19
+ Path Management Tool
20
+ 2. Tool Display Interface
21
+ Divided into the path management bar and the path configuration bar
22
+ (1) Path Management Bar
23
+ Create a new path by
24
+ creating a path
25
+ Newly created paths are assigned to the *Uncategorized tab by default
26
+ It uses the screen center point as the first waypoint of the path
27
+ Select the *Uncategorized tab's
28
+ to add a new tab and name it
29
+ New tabs are empty by default. Assign paths to a tab and right-click *Change Tab to
30
+ adjust tabs where paths are located in for easier management
31
+ (2) Path Configuration Bar
32
+ Configuration
33
+ Parameters
34
+ Description
35
+ *Name
36
+ The path name used for identification must be unique and can be
37
+ Index
38
+ Unique identifier for the path, can be used as a node graph input
39
+ Configuration
40
+ Parameters
41
+ Description
42
+ *Lock Transform
43
+ When enabled, waypoints on this path can only be added or delet
44
+ be adjusted
45
+ *Display in Scene
46
+ When enabled, all of a path's waypoints and their connection orde
47
+ *Path Center Point
48
+ Location
49
+ The center point position of the path. This position maintains a co
50
+ waypoints. Therefore, modifying this position will affect the positio
51
+ path
52
+ *Path Center Point
53
+ Rotation
54
+ The center point rotation of the path. This rotation maintains a con
55
+ waypoints. Therefore, modifying this rotation will affect the rotation
56
+ path
57
+ Configuration
58
+ Parameters
59
+ Description
60
+ Location
61
+ Parameters can be manually adjusted to adjust waypoint position
62
+ Rotation
63
+ Parameters can be manually adjusted to adjust waypoint rotation
64
+ *Add Waypoint
65
+ Click to create a new waypoint
66
+ *Free Placement
67
+ Clicking clears the interface. Place new waypoints in the scene us
68
+ Use
69
+ to end placement
70
+ Click the button on the right side of the waypoint
71
+ to expand auxiliary editing
72
+ Configuration Parameters
73
+ Description
74
+ Tangent pointing to the
75
+ destination
76
+ Adjust waypoint rotation to point to the next waypoint
77
+ Tangent pointing to the
78
+ starting point
79
+ Adjust waypoint rotation to point to the previous waypoint
80
+ Select All Waypoints on
81
+ Path
82
+ Select all path points on this path. Disabled if no path points
83
+ Add Waypoint toward
84
+ the destination
85
+ Adds a new waypoint after the selected point's number.
86
+ For example, adding a waypoint after waypoint 2 will create
87
+ Add Waypoint toward
88
+ the starting point
89
+ Adds a waypoint before the current point's number.
90
+ For example, when adding a preceding waypoint at waypoin
91
+ waypoint 3
92
+ Copy
93
+ Copy the waypoint's coordinates and rotation information
94
+ Paste
95
+ Paste the copied waypoint's coordinates and rotation informa
96
+ Delete this waypoint
97
+ Delete the specified waypoint
98
+ Configuration
99
+ Parameters
100
+ Description
101
+ *Creation
102
+ Reference
103
+ Displays the number of references to this path
104
+ Can locate creations that reference this path
105
+ *Object Reference
106
+ Displays the number of references to this path
107
+ Can locate objects that reference this path
108
+ III. Managing Paths Through Node Graphs
109
+ Shield
110
+ Concept Introduction
111
+ Advanced Concepts
112
+ Path
113
+ New Path
114
+
115
+ Management Tabs
116
+
117
+ Index and Name
118
+
119
+ Basic Configuration
120
+
121
+ Waypoint List
122
+
123
+ Reference Source
124
+
125
+ Get Specified Waypoint Info
126
+
127
+ Home
128
+ News
129
+ About Us
130
+ Careers
131
+ Business Affairs
132
+ Privacy Policy
133
+ Terms of Service
134
+ Help Center
135
+ General Guide
136
+ Tutorial
137
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Character
4
+ Unlike player entities , character entities refer to the actual units that players control
5
+ during the game, such as walking, running, climbing, and flying units with physical
6
+ presence
7
+ 1. Character Template
8
+ In Beyond Mode, players and characters are mapped one-to-one, so the template
9
+ configuration of characters exists as part of the player template, which can be
10
+ accessed under the character editing tab in the player template:
11
+ Tab Overview:
12
+ : Basic Information Tab, where the Character section contains only
13
+ sound effect-related information compared to other entities.
14
+ Specialized Configuration Tab, where the Character section contains
15
+ only combat-related parameters compared to other entities.
16
+ : Components tab, where you can add components to character
17
+ entities or view existing components
18
+ : Node graph configuration tab, where you can add node graphs to
19
+ character entities or view the node graphs that have been added
20
+ II. Overview of Available Components for
21
+ Character Entities
22
+ Collision Trigger
23
+ Custom Variables
24
+ Global Timer
25
+ Unit Status
26
+ VFX Playing
27
+ Custom Attachment Points
28
+ Collision Trigger Source
29
+ Sound Effect Player
30
+ Inventory
31
+ Loots
32
+ Nameplate
33
+ Text Bubble
34
+ Scan Tag
35
+ Mini-Map Marker
36
+ Additionally, there are equipment slot components that can only be added to characters
37
+ For details, please see Equipment
38
+ III. Runtime Characteristics
39
+ Player
40
+ Creations
41
+ Concept Introduction
42
+ Units
43
+ Character
44
+ During gameplay, characters are dynamically initialized based on template
45
+ configurations, therefore character entities do not have corresponding GUID
46
+
47
+ Notably, when a character's HP reaches zero, the node graph on the character
48
+ entity can receive both the Entity Destroyed event and the Entity
49
+ Removed/Destroyed event. In contrast, when an object is destroyed, the event will
50
+ be dispatched to the stage entity.
51
+
52
+ During the Co-Op Mode gameplay, if a player actively returns to the lobby, the
53
+ stage will receive the character's removal event
54
+
55
+ Home
56
+ News
57
+ About Us
58
+ Careers
59
+ Business Affairs
60
+ Privacy Policy
61
+ Terms of Service
62
+ Help Center
63
+ General Guide
64
+ Tutorial
65
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Structure
4
+ I. What is a Structure
5
+ A Structure is an advanced data type that lets Creators (Craftspeople) group different
6
+ kinds of data together into a single piece of Custom data
7
+ For example, in some gameplay scenarios, a Creator (Craftsperson) may design a
8
+ [Weapon] with multiple Attributes. This Weapon includes three fields: [Name], [ATK], and
9
+ [Enhanced or Not]
10
+ Creators want Players to store a weapon's data as Custom Variables after obtaining it,
11
+ so it can be reused later. Meanwhile, Players may acquire multiple different weapons
12
+ that share the same fields during gameplay
13
+ Therefore, Structure can be used to effectively solve this requirement
14
+ Creators (Craftspeople) first define a Structure called [Weapon Data] with three
15
+ Attributes: [Name] (String), [ATK] (Floating Point Numbers), and [Enhanced or Not]
16
+ (Boolean)
17
+ Once defined, [Weapon Data] can then be used like any other data type — for example,
18
+ as a Custom Variable, and modified within a Node Graph using Nodes such as Modify
19
+ Structure
20
+ Creators (Craftspeople) can also combine it with data structures such as Dictionary to
21
+ maintain complete weapon data in Custom Variables
22
+ As shown in the graph below, a Dictionary can be defined to map to [Weapon Data]
23
+ Structures, functioning as a weapon database (with Integers used as IDs)
24
+ 1. Definition of Structure
25
+ Structure is a Custom data structure that can be used in Server Node Graphs
26
+ Each Structure has a unique name that identifies it
27
+ Each Structure can contain multiple data entries of any type, and each entry must have
28
+ a unique field name. These entries are called Members of the Structure
29
+ Taking the [Weapon Data] Structure as an example, its layout is as follows:
30
+ Field Name
31
+ Type
32
+ Name
33
+ String
34
+ ATK
35
+ Floating Point Numbers
36
+ Enhanced or Not
37
+ Boolean
38
+ Within a Structure, you can use all currently available data types: Basic, List, Dictionary,
39
+ and Structure:
40
+ Data Types
41
+ List Data Types
42
+ Entity
43
+ Entity List
44
+ GUID
45
+ GUID List
46
+ Integer
47
+ Integer List
48
+ Boolean
49
+ Boolean List
50
+ Floating Point Numbers
51
+ Floating Point Numbers
52
+ List
53
+ String
54
+ String List
55
+ Faction
56
+ Faction List
57
+ 3D Vector
58
+ 3D Vector List
59
+ Prefab ID
60
+ Prefab ID List
61
+ Configuration ID
62
+ Configuration ID List
63
+ Custom Structure
64
+ Custom Structure List
65
+ Dictionaries of All Types
66
+ It should be noted that Structures can also contain other Structures and Structure Lists
67
+ (i.e., support nested Structures)
68
+ 2. Key Points of Structure-Related Functions
69
+ The type of a Structure is completely determined by its name. Even if two Structures
70
+ have identical internal data layouts, they are considered different Structures if their
71
+ names differ, and cannot be connected in a Node Graph
72
+ Therefore, structures with the same name are not allowed
73
+ Similar to Lists, Structures in Node Graphs are passed by reference. As a result,
74
+ Structure modification Nodes directly affect Structure data stored in Custom Variables
75
+ and Node Graph Variables. For details, see Custom Variables
76
+ Similarly, in the When Custom Variable Changes Event, the fields [Pre-Change Value]
77
+ and [Post-Change Value] are not provided. Use Get Custom Variable to obtain the
78
+ updated Value
79
+ II. Creating a Structure
80
+ Find the [Advanced Data Management] option in the menu to open the Structure Editing
81
+ Tab
82
+ In the Structure Editing Tab, you can view Structures already created in the Stage, add
83
+ new Structures, and edit the values of Structure Members
84
+ You can add new Structures, as shown in Graph A
85
+ You can add new Members within a Structure, as shown in Graph B
86
+ After creation is complete, you can use the defined Structures in features such as
87
+ Server Node Graph, Custom Variables, and Node Graph Variables
88
+ III. Using Structures in Generics
89
+ In a Server Node Graph, Structures and Structure Lists are special types of Generic
90
+ Pins. You must select a specific Structure or Structure List before the corresponding
91
+ Node can be defined as that Structure or Structure List type
92
+ On Generic Pins that support Structures, you can find [Structure] and [Structure List]
93
+ options in the Generic dropdown menu. Expanding this menu displays all Structure data
94
+ types currently defined in the Stage
95
+ IV. Structure-Related Nodes
96
+ 1. Operation Nodes
97
+ Assemble Structure
98
+ Assemble a Structure by passing in or directly assigning values to each of its parameters
99
+ To use this Node, first select the defined Structure type via the Generic selection button
100
+ After selecting the corresponding Structure, the Node displays all Member variables
101
+ defined in that Structure
102
+ Node Type: Operation
103
+ Node Functions
104
+ Split Structure
105
+ Pass in a Structure to obtain the values of each Member within it
106
+ To use this Node, first select the defined Structure type via the Generic selection button
107
+ After selecting the corresponding Structure, the Node displays all Member variables
108
+ defined in that Structure
109
+ Node Type: Operation
110
+ Node Functions
111
+ 2. Execution Nodes
112
+ Modify Structure
113
+ Pass in a Structure and edit the values of selected Members within it
114
+ To use this Node, first select the defined Structure type via the Generic selection button
115
+ After selecting the corresponding Structure, the Node changes to the following layout:
116
+ Use the dropdown menu to choose which Members to edit. Only the checked Members
117
+ will have their values modified
118
+ As shown in the graph below, only the values of [Name] and [ATK] fields are modified
119
+ Node Type: Execution
120
+ Node Functions
121
+ Dictionary
122
+ Appendix
123
+ Node Graph Advanced Features
124
+ Structure
125
+ Structure Types
126
+
127
+ Pass by Reference for Structures
128
+
129
+ Fill in the values for each parameter in the Structure to generate Structure data
130
+
131
+ This Node can only be used once the corresponding Structure type has been
132
+ defined
133
+
134
+ Returns the values of all Members contained in the input Structure data
135
+
136
+ This Node can only be used once the corresponding Structure type has been
137
+ defined
138
+
139
+ Edit the values of selected Members within the Structure data
140
+
141
+ You can select which values to edit. Values of unselected Members remain
142
+ unchanged
143
+
144
+ Home
145
+ News
146
+ About Us
147
+ Careers
148
+ Business Affairs
149
+ Privacy Policy
150
+ Terms of Service
151
+ Help Center
152
+ General Guide
153
+ Tutorial
154
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Basic Information
4
+ The entity's basic information refers to characteristics or data related to the entity
5
+ model and position.
6
+ During gameplay, basic information can be read or modified, but cannot be added or
7
+ deleted.
8
+ I. Editing Basic Information
9
+ Basic information is located under the Basic Information tab in the prefab settings.
10
+ II. Overriding Basic Information
11
+ When creating a prefab, you can specify its basic information. When converting the
12
+ prefab into an entity and placing it in the scene, the prefab's basic information will be
13
+ automatically applied. However, basic information on an entity can be changed. When
14
+ changing an entity's basic information, the prefab's basic information will not change.
15
+ III. Differences in Basic Information
16
+ Different types of prefabs will have different basic information available.
17
+ Specialized Settings
18
+ Concept Introduction
19
+ Functions
20
+ Basic Information
21
+ Home
22
+ News
23
+ About Us
24
+ Careers
25
+ Business Affairs
26
+ Privacy Policy
27
+ Terms of Service
28
+ Help Center
29
+ General Guide
30
+ Tutorial
31
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Stage
4
+ Stages are special entities recommended for handling stage-specific logic.
5
+ I. Creating a Stage Entity
6
+ When a new stage is created, a stage entity is automatically generated in the scene
7
+ and represented by a unique icon.
8
+ II. Edit Stage Entities
9
+ Switch to the Entity editing tab.
10
+ Editing stage entities is similar to other types of entities, but the configurable basic
11
+ information and components will be different.
12
+ 1. Basic Information
13
+ Basic Information tab, where you can configure all available attributes for the stage
14
+ entity.
15
+ 2. Common Components
16
+ Common Components tab, where you can add common component settings to stage
17
+ entities.
18
+ Overview of Available Components for Stage Entities:
19
+ Custom Variables
20
+ Global Timer
21
+ 3. Node Graph
22
+ Node Graph Settings Tab, where you can add node graphs to stage entities or view
23
+ existing node graphs.
24
+ III. Stage Characteristics
25
+ Unlike other entity types, stage entities have the following unique characteristics:
26
+ 1. Can Receive Special Events
27
+ Some special events can only be received by stage entities, including:
28
+ When object or creation-type entities are removed/destroyed, those entities cannot
29
+ receive the corresponding events, which will instead be forwarded to the stage entity.
30
+ The subsequent logic will be processed by the stage entity as well.
31
+ 2. Non-Physical Entity
32
+ The stage entity is a purely logical entity.
33
+ 3. Incomplete Placement Information
34
+ Stage entities only have position information. They lack rotation and scale information.
35
+ 4. Life Cycle
36
+ Stage entities are created when the stage initializes and destroyed when the stage is
37
+ removed.
38
+ Local Projectiles
39
+ Concept Introduction
40
+ Units
41
+ Stage
42
+ Home
43
+ News
44
+ About Us
45
+ Careers
46
+ Business Affairs
47
+ Privacy Policy
48
+ Terms of Service
49
+ Help Center
50
+ General Guide
51
+ Tutorial
52
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ General Settings
5
+ I. Definition of General Settings
6
+ Creation-specific settings are divided into Behavior Modes, Not-in-Battle Behavior, and
7
+ Battle Areas
8
+ II. Edit General Settings
9
+ 1. Behavior Mode
10
+ Supports Behavior Mode selection for Creation Entities. At runtime, Entities will
11
+ autonomously perform actions such as movement, battle entry and exit based on the
12
+ configured Behavior Mode
13
+ Creation Behavior Mode Full Enumeration Details: Creation Behavior Mode Archive
14
+ Configuration
15
+ Parameters
16
+ Description
17
+ Behavior Modes
18
+ Can be selected from the enumerated options in the pre-provided
19
+ Each Behavior Mode provides different optional actions for both in
20
+ situations, causing the Creation to autonomously display different
21
+ 2. Not-in-Battle Behavior
22
+ Configuration
23
+ Parameters
24
+ Description
25
+ Not-in-Battle
26
+ Behavior
27
+ Rules for creations while out of battle..
28
+ Each mode has its own Not-in-Battle behavior pool
29
+ 3. Battle Area
30
+ Configuration
31
+ Parameters
32
+ Description
33
+ Battle Area
34
+ An entity's autonomous detection of hostile entities. If detection su
35
+ the detected entity as its target
36
+ All behavior modes include: Range Detection and FOV Detection
37
+ *Preview Battle
38
+ Area
39
+ Enable to observe Horizontal Range of Battle Area
40
+ *Behavior
41
+ Description
42
+ Behavior Mode Introduction
43
+ 4. Details Editor
44
+ (1) Details Editor - Not-in-battle
45
+ Rules to be followed when a Creation Entity is running but has not yet entered the battle
46
+ For all not-in-battle behaviors, please refer to Not-in-Battle Behavior
47
+ Editable Not-in-Battle behaviors include Wandering and Patrolling
48
+ a. Wandering
49
+ A behavior supported by all Creations when not engaged in a battle
50
+ During stage runtime, when Creations are not in battle, they will move randomly within
51
+ their Territory Range
52
+ Configuration
53
+ Parameters
54
+ Description
55
+ Movement Area
56
+ A range centered on the creation's spawn coordinates
57
+ At runtime, the creation randomly moves to points within this r
58
+ Only spherical shapes are supported
59
+ Area Radius (m)
60
+ The radius of the spherical movement area
61
+ *Preview Movement
62
+ Area
63
+ When enabled, the configured Wandering Area Range can be
64
+ Movement Interval (s)
65
+ Randomly selected within the configured time interval. After ea
66
+ duration before moving again
67
+ Single Movement
68
+ Distance (m)
69
+ Randomly selected within the configured distance for each mo
70
+ b. Patrol
71
+ Some Creations support configuring patrol behavior when not in battle
72
+ Configuration Parameters
73
+ Description
74
+ Initial Effective Patrol
75
+ Template
76
+ The drop-down menu enumerates patrol templates for this
77
+ Use the checkbox to toggle whether it's active; changes sy
78
+ *Patrol Template List
79
+ Enumerates all patrol templates configured for this creatio
80
+ Open the Details Editing Tab to create a new patrol template or edit the existing ones
81
+ Add Patrol Templates
82
+ For newly added patrol templates, Initially Effective is off by default.
83
+ Configuration Parameters
84
+ Description
85
+ Initially Effective
86
+ If enabled, this patrol template takes effect when the creatio
87
+ Only one patrol template can be active per creation at a tim
88
+ Loop Type
89
+ One-Way
90
+ The creation follows the path to the final w
91
+ Round Trip
92
+ Upon reaching the final waypoint, the crea
93
+ reaches the first waypoint
94
+ Loop
95
+ After reaching the final waypoint, the creat
96
+ Patrol Start Position
97
+ Choose which waypoint the creation uses to begin its patrol
98
+ Nearest point
99
+ The closest waypoint in the selected patro
100
+ Starting point
101
+ The first waypoint in the selected patrol tem
102
+ Patrol Path Configuration
103
+ Editing Patrol Path Template
104
+ Configuration Parameters
105
+ Description
106
+ Patrol Path
107
+ Select the pre-configured paths from the path management
108
+ *Open Path
109
+ Management Tool
110
+ Redirects to the Path Management Tool
111
+ Patrol Path Waypoint Configuration
112
+ Configuration Parameters
113
+ Description
114
+ *Waypoint
115
+ Waypoint X: Use X as a node parameter to read the waypoi
116
+ Travel Speed
117
+ Offers Walk and Run as movement speed options
118
+ Arrival Detection Radius
119
+ (m)
120
+ If the creation is within the configured radius of a waypoint,
121
+ Stay Duration(s)
122
+ How long the creation remains in place after reaching the w
123
+ Turn After Reaching
124
+ Waypoint
125
+ If enabled, the creation turns to match the waypoint's rotatio
126
+ Notify Node Graph on
127
+ Arrival
128
+ If enabled, upon arrival the creation sends a [Creation Reac
129
+ *Show Waypoint
130
+ Information
131
+ If enabled, you can view the waypoint's position and rotation
132
+ (2) Details Editor - Combat
133
+ Rules for Creation Entity behavior when targeting a Character and preparing
134
+ for/engaging in a battle
135
+ The basic configuration is consistent across different Behavior Modes, and here we'll
136
+ explain all the parameters that have appeared so far.
137
+ a. Battle Entry Settings
138
+ At runtime, configure a creation entity's rules for how to detect hostile entities, detection
139
+ distance, and relationship settings
140
+ Configuration
141
+ Parameters
142
+ Description
143
+ Detection Range
144
+ When hostile entities are within this range, the creation can ob
145
+ information and target that entity to enter battle
146
+ *Preview Range
147
+ When enabled, you can view the Detection Range of the edite
148
+ Window
149
+ Configuration
150
+ Parameters
151
+ Description
152
+ FOV Type
153
+ Provides Full FOV and FOV Cone enumerations, and shape
154
+ change accordingly after selection
155
+ Configuration
156
+ Parameters
157
+ Description
158
+ FOV Cone - Cone
159
+ Distance
160
+ Configure the radius distance of the FOV Cone
161
+ Full FOV - FOV
162
+ Detection Radius
163
+ Configure the sphere radius
164
+ *Preview Range
165
+ When enabled, you can view the FOV Detection Range of the
166
+ Edit Window
167
+ Coordinated
168
+ Engagement Distance
169
+ (m)
170
+ When a Creation enters a battle, other Creations within this di
171
+ will also join the battle
172
+ b. Battle Exit Settings
173
+ When the creation entity is running, and has entered battle with hostile entities,
174
+ configure the creation's automatic out-of-battle rule settings
175
+ Configuration
176
+ Parameters
177
+ Description
178
+ Out-of-Battle Distance
179
+ (m)
180
+ When a creation is in battle, if the distance to its target entity
181
+ distance, the creation will leave battle
182
+ *Preview Out-of-Battle
183
+ Distance
184
+ When enabled, you can view the configured distance
185
+ Leave Battle on
186
+ Pathfinding Failure
187
+ When a creation is in battle and there is no valid path to its ta
188
+ leave battle
189
+ Leaving Battle Delay
190
+ (s)
191
+ When a creation is in battle and there is no valid path to its ta
192
+ after the configured Leaving Battle Delay
193
+ c. Territory Settings
194
+ Configuration
195
+ Parameters
196
+ Description
197
+ Territory
198
+ Supports configuration of none, sphere, or cylinder, with size p
199
+ The Territory is centered at the created Location of the Creatio
200
+ Location with Creation movement
201
+ The Creation's movement range is restricted within the Territo
202
+ *Preview Territory
203
+ Range
204
+ When enabled, you can view the configured Territory Range
205
+ Leave Battle When
206
+ Player Leaves Area
207
+ When enabled, if the target entity leaves this area, the creatio
208
+ Leaving Battle Delay
209
+ (s)
210
+ After the target entity leaves the territory range, the creation w
211
+ specified delay
212
+ (3) Details Editor - Skills
213
+ Some of the logic parameters of certain creations can be configured by the creator
214
+ (Craftsperson) to adjust the behavior and logic during runtime.
215
+ For example, as shown in the figure for the [Abyss Mage], the Powerful Elemental
216
+ Ward parameter is provided. By modifying this parameter, the creator can adjust the
217
+ elemental value of the creation's Ward.
218
+ Enumerates some of the Creation's skills, which support a certain degree of adjustment
219
+ to their cooldown times.
220
+ Configuration
221
+ Parameters
222
+ Description
223
+ *Skill Name
224
+ Currently provides editing for some melee skills, ranged skills,
225
+ Enable This Skill
226
+ When enabled, if the Creation's Behavior Mode includes this s
227
+ otherwise, this skill will not be used
228
+ Initial CD Range (s)
229
+ A random time within the configured range will be set as the E
230
+ After the creation is created, it will start using this skill only aft
231
+ Time has elapsed
232
+ Default CD Range (s)
233
+ A random time within the configured range will be set as the a
234
+ After the Creation uses this skill, it cannot use it again during
235
+ Complete enumeration details of Creation Skills: Creation Skills Description
236
+ III. Managing Creation Patrol via Node Graphs
237
+ If, in Patrol Template editing, the Send Node Graph Event on Arrival Event option is
238
+ checked for a specified waypoint, the Node Graph Event will be received when the
239
+ conditions are met
240
+ This Node Graph Event can only be received by the creation's node graph
241
+ Configuration
242
+ Parameters
243
+ Data Type
244
+ Description
245
+ Creation Entity
246
+ Entity
247
+ The creation entity during runtime
248
+ Creation GUID
249
+ GUID
250
+ The GUID of the creation, outputs empty if n
251
+ Current Patrol
252
+ Template ID
253
+ Integer
254
+ The currently active patrol template ID for th
255
+ Current Global Path
256
+ ID
257
+ Integer
258
+ The Global Path ID referenced by the creati
259
+ Current Waypoint ID
260
+ Integer
261
+ The current waypoint ID reached by the cre
262
+ Next Waypoint ID
263
+ Integer
264
+ The waypoint ID the creation will move to ne
265
+ Configuration
266
+ Parameters
267
+ Data Type
268
+ Description
269
+ Creation Entity
270
+ Entity
271
+ The creation entity during runtime
272
+ Patrol Template ID
273
+ Integer
274
+ The configured patrol template ID for the cre
275
+ Configuration
276
+ Parameters
277
+ Data Type
278
+ Description
279
+ Creation Entity
280
+ Entity
281
+ The creation entity during runtime
282
+ Patrol Template ID
283
+ Integer
284
+ Currently active patrol template ID for the cr
285
+ Global Path ID
286
+ Integer
287
+ Global Path ID referenced by the creation's
288
+ Target Waypoint ID
289
+ Integer
290
+ The waypoint ID the creation will move to ne
291
+ Output lists for this node are only correct when the hostility configuration is set to
292
+ [Default Type].
293
+ Configuration
294
+ Parameters
295
+ Data Type
296
+ Description
297
+ Creation Entity
298
+ Entity
299
+ The creation entity during runtime
300
+ Aggro List
301
+ Entity List
302
+ Which entities the creation currently has hos
303
+ Depending on the creation's current behavior, the target entities may differ.
304
+ For example, when the creation is attacking an enemy, the target is a specified enemy
305
+ entity.
306
+ For example, when the creation is healing an ally, the target is a specified allied entity.
307
+ Configuration
308
+ Parameters
309
+ Data Type
310
+ Description
311
+ Creation Entity
312
+ Entity
313
+ The creation entity during runtime
314
+ Target Entity
315
+ Entity
316
+ The creation's current AI selects the target e
317
+ Ability Units
318
+ Concept Introduction
319
+ Functions
320
+ Specialized Settings
321
+ General Settings
322
+ The Behavior Modes of Creation Entities can be configured and switched through
323
+ enumeration selection
324
+
325
+ After selecting a Behavior Mode, you can choose the Not-in-Battle Behavior.
326
+
327
+ After selecting a Behavior Mode, you can choose the Battle Area.
328
+
329
+ Through "Details Editor", you can adjust and configure more parameters for not-in-
330
+ battle and battle behaviors.
331
+
332
+ Click
333
+ to add a patrol template.
334
+
335
+ Template X, where X is the ID; use it as a node input to switch patrol templates.
336
+
337
+ Select the pre-configured paths from Path for reference.
338
+
339
+ Detection Range
340
+
341
+ FOV Detection
342
+
343
+ Basic Settings
344
+
345
+ Skill Settings
346
+
347
+ 1.
348
+ When Creation Reaches Patrol Waypoint
349
+ 2.
350
+ Switch Creation Patrol Template
351
+ 3.
352
+ Get Current Creation's Patrol Template
353
+ 4.
354
+ Get Aggro List of Creation in Default Mode
355
+ 5.
356
+ Get Creation's Current Target
357
+ Home
358
+ News
359
+ About Us
360
+ Careers
361
+ Business Affairs
362
+ Privacy Policy
363
+ Terms of Service
364
+ Help Center
365
+ General Guide
366
+ Tutorial
367
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ VFX Playing
5
+ 1. Functions of VFX Playing Components
6
+ The VFX Playing component contains two parts of functions
7
+ 1. Effects played through the node graph must rely on the VFX playing component.
8
+ Without this component, effects cannot be played through the node graph
9
+ 2. Default looping effects can be mounted through components, and these effects will
10
+ be created along with the entity
11
+ Multiple effects can be active simultaneously on the VFX Playing Component
12
+ II. Editing VFX Playing Components
13
+ 1. Adding VFX Playing Components
14
+ (1) Switch to the Components tab of the entity or prefab
15
+ (2) Find or add a VFX playing component
16
+ The VFX Playing component is a default mounted component for all units (i.e., it is
17
+ mounted by default when an entity is created). Therefore, for newly created entities or
18
+ prefabs, you can find the Effect Player component directly in the Components tab
19
+ If it doesn't exist, you can add a new VFX playing component through the Add Common
20
+ Components button
21
+ 2. Add VFX Play
22
+ On the "Details" tab of the VFX Playing component, press [Add Special Effects] to add
23
+ a new effect configuration
24
+ 3. Configure VFX Playing
25
+ Parameter Name
26
+ Parameter Description
27
+ VFX Player ID
28
+ The sequence number of the VFX Player
29
+ VFX Player Name
30
+ The name of the VFX Player, which cannot be duplica
31
+ VFX Asset Type
32
+ Choose between Looping Effects and Timed Effects,
33
+ For effect-related assets, see Special Effects
34
+ Special Effects Asset
35
+ You can select Special Effects Asset. After selecting a
36
+ Follow Location
37
+ Whether to move along with the component owner
38
+ Follow Rotation
39
+ Whether to rotate with the component owner, only take
40
+ Attachment Point
41
+ The attachment point where the effect plays. You can
42
+ attachment points configured on the entity
43
+ Zoom Factor
44
+ Zoom multiplier of the effect
45
+ Offset
46
+ The offset of the VFX's playing position relative to the
47
+ Rotation
48
+ The rotation of the VFX's playing position relative to th
49
+ Local Filter
50
+ Refer to Local Filter Node Graph: Used to determine w
51
+ specific distinctions and usage of the two filters, see N
52
+ perform checks while the entity with the effect is prese
53
+ Here is an explanation of the basic nodes in the local
54
+ Unit Status
55
+ Custom Attachment Points
56
+ Concept Introduction
57
+ Functions
58
+ Common Components
59
+ VFX Playing
60
+ Get Self Entity
61
+
62
+ Output parameter: The entity that has the effect g
63
+
64
+ Get Target Entity
65
+
66
+ No output parameter.
67
+
68
+ Get Current Character
69
+
70
+ Output parameter: The local character.
71
+
72
+ Home
73
+ News
74
+ About Us
75
+ Careers
76
+ Business Affairs
77
+ Privacy Policy
78
+ Terms of Service
79
+ Help Center
80
+ General Guide
81
+ Tutorial
82
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Skill Animation
4
+ I. Definition of Skill Animation
5
+ Skill animations are animation assets created for combat actions performed by entities
6
+ II. Characteristics of Character Skill Animations
7
+ Character skill animations require a character entity as their base, and each skill
8
+ animation playback must have a specific character entity as its carrier.
9
+ Character skill animations depend on the activation of custom skills.
10
+ III. Character Skill Animation References
11
+ When editing skills, you can reference character skill animations to define the animation
12
+ effects that play after the skill is cast.
13
+ For specific reference methods, please refer to Skills
14
+ Preset Status
15
+ UI Controls
16
+ Concept Introduction
17
+ Assets
18
+ Skill Animation
19
+ Home
20
+ News
21
+ About Us
22
+ Careers
23
+ Business Affairs
24
+ Privacy Policy
25
+ Terms of Service
26
+ Help Center
27
+ General Guide
28
+ Tutorial
29
+ Copyright © COGNOSPHERE. All Rights Reserved.
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5jko05fzyw.txt ADDED
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1
+ /
2
+ /
3
+ /
4
+ Tab
5
+ 1. Tab Component Functions
6
+ The Tab component enables players to configure and interact with dynamic objects and
7
+ creations
8
+ After adding this component to an entity, it supports configuring and applying multiple
9
+ tabs simultaneously
10
+ Each tab supports using a local filter to determine visibility for each player
11
+ The entity type that triggers the tab function is Character
12
+ II. Editing Tab Components
13
+ 1. Add Components
14
+ (1) In the entity/prefab editing interface, open the Editing Components tab (A)
15
+ (2) Click "Add Common Components" below, select and click "Tab" to add (B), (C)
16
+ successfully
17
+ When "Tab" is selected, the entity being edited will display the tab trigger area with
18
+ a blue border
19
+ (3) Click "Advanced Editing" to expand the editing tab (D)
20
+ 2. Editing Tabs
21
+ (1) Basic Tab Information
22
+ Configuration Parameters
23
+ Description
24
+ Initially Effective Tab
25
+ The dropdown menu provides tab enumeration
26
+ By modifying the checkbox behind, you can change the eff
27
+ modification, the effective status will be synchronized to the
28
+ *Tab List
29
+ Enumerate all tabs of entity configuration.
30
+ Click to
31
+ toggle the visibility status of a tab in the editing window.
32
+ Effective only during editing
33
+ Click "Advanced Editing" to enter the tab list and trigger area configuration interface
34
+ (2) Tab List
35
+ Click "Add Tabs" to create a new tab
36
+ Option ID ID X. Can be used for node graph input parameter to adjust whether tab is
37
+ in effect
38
+ Option Tab Icon Click
39
+ to switch the icon in front of the tab.
40
+ Initially Effective If enabled, this option tab takes effect immediately upon entity
41
+ creation. An effective tab is visible and can be selected for operation
42
+ Sort Level Controls the display order of option tabs. The higher the number, the
43
+ further forward it appears
44
+ Local Filter There are two types of filters: Boolean filters and integer filters. See Node
45
+ Graphs for details.
46
+ Filter Node Graph You can refer to the filter node diagram of the above selection types
47
+ to determine whether the tab meets the display conditions.
48
+ The following is an example using a Boolean filter:
49
+ The local filter continuously monitors while the character is within the effective
50
+ range. If the result changes, it updates the display immediately.
51
+ Explains the basic nodes in the local filter node graph
52
+ The output parameter is the entity where the tab component is mounted
53
+ When the character is within range, this node outputs parameters for the character
54
+ entity that is effective within the tab range
55
+ Output parameter is the local character
56
+ (3) Trigger Option Area
57
+ Press the "Add Trigger Option Area" button to create a new trigger area
58
+ Configuration Parameters
59
+ Description
60
+ Trigger Area Shape
61
+ Supports cuboid, sphere, and capsule shapes. Different siz
62
+ parameters will be displayed based on the selected shape
63
+ Center
64
+ Offset relative to the entity/prefab center
65
+ Rotation
66
+ Supports orientation adjustment along different axes based
67
+ position
68
+ Zoom Multiplier
69
+ The trigger area's shape supports defining scaling along di
70
+ III. Manage Tabs Through Node Graph
71
+ Enter the Tab ID to control whether the tab is enabled or not
72
+ When the active tab is selected, it will send an event to the node graph
73
+ The entity node graph configured by the tab component will receive this event
74
+ Configuration Parameters
75
+ Description
76
+ Event Source Entity
77
+ The entity where the tab component is mounted
78
+ Event Source GUID
79
+ The entity with mounted tab components, outputs 0 if none
80
+ Tab ID
81
+ Tab ID
82
+ Selector Entity
83
+ Character entity that triggers tab
84
+ Basic Motion Device
85
+ Concept Introduction
86
+ Functions
87
+ Common Components
88
+ Tab
89
+ Add New Tabs
90
+
91
+ Editing Tabs
92
+
93
+ Get self entity
94
+
95
+ Get target entity
96
+
97
+ Get Current Character
98
+
99
+ Example
100
+
101
+ Add Trigger Areas
102
+
103
+ Trigger Areas
104
+
105
+ Activate/Disable Tab
106
+
107
+ When the tab is selected
108
+
109
+ Home
110
+ News
111
+ About Us
112
+ Careers
113
+ Business Affairs
114
+ Privacy Policy
115
+ Terms of Service
116
+ Help Center
117
+ General Guide
118
+ Tutorial
119
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Nameplate
5
+ 1. Functions of Nameplate Component
6
+ Nameplate Components support displaying visual information for the specified entities
7
+ during stage runtime, providing specific information such as entity HP, level, and other
8
+ details, as well as directional guidance, distance display, and other visual indicators.
9
+ 1. Overview
10
+ The nameplate component needs to be mounted to entities. Supports usage of
11
+ characters, objects, and creations.
12
+ The nameplate component allows multiple nameplates to be active at the same time.
13
+ Nameplates can be enabled or disabled via default configuration, or controlled
14
+ individually through the node graph; the visibility of the specific nameplates can also be
15
+ adjusted using the local filter.
16
+ 2. Details
17
+ The actual nameplate display includes both the nameplate and the navigation
18
+ indicator
19
+ Nameplates
20
+ Can be occluded by the environment
21
+ On the same physics layer as the entity
22
+ Navigation Indicator
23
+ Not occluded by the environment
24
+ Above Interface Layout layer
25
+ II. Editing Nameplate Components
26
+ 1. Add Components
27
+ (1) In the entity/prefab editing interface, open the Editing Components tab
28
+ (2) Click "Add Components" below, select and click "Nameplate" to add it
29
+ When the nameplate is selected, the entity being edited will display all currently active
30
+ nameplates of the nameplate component and their stacking behavior.
31
+ (3) Click "Advanced Editing" to expand the editing tab
32
+ 2. Editing Nameplate Components
33
+ Configuration Parameters
34
+ Description
35
+ Initially Effective
36
+ Nameplate
37
+ The dropdown menu provides nameplate enumeration
38
+ By modifying the checkbox behind, you can change the eff
39
+ synchronized to the nameplate editing tab
40
+ *Nameplate List
41
+ Enumerates all nameplates configured for the entity
42
+ III. Editing Nameplates
43
+ 1. Adding Nameplates
44
+ The added nameplate is initially effective by default.
45
+ 2. Editing Nameplates
46
+ (1) Select the Nameplate submenu
47
+ (2) Basic Settings
48
+ Configuration Parameters
49
+ Description
50
+ Select Attachment Points
51
+ Select the preset attachment point of the entity, or a custom
52
+ Can be selected from the dropdown menu. The nameplate p
53
+ location.
54
+ Visible Radius (m)
55
+ The effective range of the nameplate. The nameplate logic w
56
+ this configured distance.
57
+ Filter Node Graph
58
+ Can reference the local filter node graph to determine wheth
59
+ specific distinctions and usage of the two filters, see Node G
60
+ Selection Type: Boolean
61
+ When the local filter re
62
+ visible to the local clien
63
+ Selection Type: Integer
64
+ Effective Integer Range:
65
+ Configure an integer list as
66
+ needed
67
+ When the local filter re
68
+ associated nameplate
69
+ Explains the basic nodes in the local filter node graph
70
+ Output parameter is the entity with nameplate compone
71
+ Output parameter is the character entity within effective
72
+ Retrieval succeeds only if the character entity is equal t
73
+ Output parameter is the local character
74
+ Initially Effective
75
+ Whether to enable simultaneously with object creation
76
+ If multiple nameplates are enabled simultaneously, overlapp
77
+ (3) Nameplate Content
78
+ The nameplate offers five independent types of editable content and supports both
79
+ individual and combined use of these content types, with adjustable position, size, and
80
+ detailed data for each item.
81
+ You can add content items to the nameplate with "Add Content".
82
+ Use
83
+ to adjust the visibility of the specified items in the edit mode.
84
+ Use
85
+ to copy, paste, delete and perform other operations on the selected items.
86
+ a. Text Box
87
+ Configuration Parameters
88
+ Description
89
+ Offset
90
+ Adjustable offset based on the attachment point selected in
91
+ Size
92
+ Adjust the size of text box
93
+ Background Color
94
+ Supports setting a transparent or black semi-transparent bac
95
+ Font Size
96
+ Font size configuration
97
+ Text Content
98
+ Display text editing
99
+ Supports adjusting the alignment of the text content
100
+ Supports variable insertion. Selecting a custom variable for
101
+ text box
102
+ If the configured text content exceeds text box range, it will
103
+ Insert the referenced custom variables in rich text format, us
104
+ {Type:Prefix.VariableName}
105
+ Type:
106
+ 1: When referencing a custom variable of the entity itself.
107
+ 2: When referencing an attribute of the entity.
108
+ Prefix:
109
+ s: When the billboard is attached to a non-character/player e
110
+ a: When the billboard is attached to a character entity.
111
+ p: When the billboard is attached to a player entity.
112
+ Variable Name:
113
+ When referencing a custom variable, use the name of the cu
114
+ When referencing an entity's attribute, use the following vari
115
+ Current HP: HpCur
116
+ Maximum HP: HpMax
117
+ Current ATK: AtkCur
118
+ Current DEF: DefCur
119
+ Current Level: LvCur
120
+ Player Nickname: PName
121
+ Distance to Player: PDist
122
+ b. Icons
123
+ Configuration
124
+ Parameters
125
+ Description
126
+ Offset
127
+ Adjustable offset based on the attachment point selected in b
128
+ Size
129
+ Adjust the size of the icon
130
+ Icon Type
131
+ Custom Icon
132
+ Icon must be additionally selected for us
133
+ Use Faction Icon
134
+ Repeated icon selection unnecessary. T
135
+ c. Progress Bar
136
+ Configuration
137
+ Parameters
138
+ Description
139
+ Offset
140
+ Adjustable offset based on the attachment point selected in bas
141
+ Shape
142
+ Horizontal
143
+ Supports setting width and height
144
+ Vertical
145
+ Supports width and height configuration
146
+ Ring
147
+ Supports diameter configuration
148
+ Size
149
+ Progress bar size adjustment
150
+ Progress Bar Style
151
+ Percentage
152
+ Displays progress as a percentage based
153
+ Do Not Show
154
+ Hide progress hint text
155
+ Current Value
156
+ Display current value in real-time
157
+ 1:1 Scale
158
+ Display actual ratio in real-time
159
+ Color
160
+ Can be selected from preset colors
161
+ Current Progress
162
+ Value
163
+ Supports selection of custom variables for the mounted entities
164
+ Minimum Value
165
+ Supports selection of custom variables for the mounted entities
166
+ Maximum Value
167
+ Supports selection of custom variables for the mounted entities
168
+ Progress Bar Smooth
169
+ Transition
170
+ When enabled, the progress value change will be animated ove
171
+ Transition Duration (s)
172
+ When the current progress value changes, the visual transition
173
+ d. Timer
174
+ Configuration
175
+ Parameters
176
+ Description
177
+ Offset
178
+ Adjustable offset based on the attachment point selected in bas
179
+ Type
180
+ Stopwatch, Countdown
181
+ Specify Timer
182
+ Enumerates all predefined global timers that match the specifie
183
+ Source Entity
184
+ Default configuration is stage entity; can choose between stage
185
+ e. HP and Shield
186
+ Configuration
187
+ Parameters
188
+ Description
189
+ Offset
190
+ Adjustable offset based on the attachment point selected in bas
191
+ Size
192
+ Adjust HP bar size
193
+ HP Display Style
194
+ Do Not Show
195
+ Hide HP bar
196
+ Progress Bar
197
+ Progress Bar +
198
+ Value
199
+ Value is precise to two decimal places
200
+ HP Color
201
+ The progress bar will display with the color configured in the se
202
+ Shield Display
203
+ Do Not Show
204
+ Only show HP bar
205
+ Display
206
+ Separately
207
+ If the shield is configured to display separa
208
+ Mixed Display
209
+ If configured for mixed display, the progres
210
+ simultaneously, with the shield value displa
211
+ the deduction priority.
212
+ Show Shield Display
213
+ Maximum Value
214
+ If checked, when the shield value exceeds
215
+ as full.
216
+ Shield Display
217
+ Maximum Value
218
+ This configuration is only available when S
219
+ The shield display maximum value will be
220
+ exceeding this limit will continue to display
221
+ The shield bar will show the deduction only
222
+ value.
223
+ 3. Editing Navigation Indicators
224
+ (1) Select the Navigation Indicator submenu
225
+ (2) Basic Settings
226
+ Configuration
227
+ Parameters
228
+ Description
229
+ Offset
230
+ Adjustable offset based on the attachment point selected in bas
231
+ Maximum Visible
232
+ Radius (m)
233
+ Maximum effective range of indicator
234
+ Minimum Visible
235
+ Radius (m)
236
+ Minimum effective range of indicator
237
+ Hide Indicators When
238
+ Nameplate Is
239
+ Displayed
240
+ When enabled, the indicator will not be displayed when the nam
241
+ nameplate and indicator display.
242
+ (3) Navigation Indicator Content
243
+ The navigation indicator provides two independent types of editable content, which can
244
+ be used separately or in combination. Each type supports adjustments to position, size,
245
+ and detailed data.
246
+ Use Add Content
247
+ to add
248
+ items to the navigation indicator.
249
+ Use
250
+ to adjust the visibility of the specified items in the edit mode.
251
+ Use
252
+ to copy, paste, delete and perform other operations on the selected items.
253
+ a. Text Box
254
+ Configuration Parameters
255
+ Description
256
+ Size
257
+ Adjust the size of text box
258
+ Background Color
259
+ Supports setting a transparent or black semi-transparent bac
260
+ Font Size
261
+ Font size configuration
262
+ Text Content
263
+ Display text editing
264
+ Supports variable insertion, select custom variables for the
265
+ box
266
+ Supports adjusting text alignment effects
267
+ If the configured text content exceeds the text box range, it w
268
+ b. Icons
269
+ Configuration
270
+ Parameters
271
+ Description
272
+ Size
273
+ Adjust the size of the icon
274
+ Icon Type
275
+ Custom Icon
276
+ Icon must be additionally selected for us
277
+ Use Faction Icon
278
+ Repeated icon selection unnecessary. T
279
+ IV. Managing Nameplates Through Node Graph
280
+ During entity runtime, its active nameplates can be managed through the node graph
281
+ The Nameplate Config ID List entered through the node will completely override the
282
+ target entity's active nameplate
283
+ Configuration
284
+ Parameters
285
+ Data Type
286
+ Description
287
+ Target Entity
288
+ Entity
289
+ Runtime entity
290
+ Nameplate Config ID
291
+ List
292
+ Config ID List
293
+ Sound Effect Player
294
+ Text Bubble
295
+ Concept Introduction
296
+ Functions
297
+ Common Components
298
+ Nameplate
299
+ Click
300
+ to add a nameplate.
301
+
302
+ Nameplate X, where X is the nameplate ID, can be used as a node input to adjust
303
+ the initial activation parameters of the nameplate.
304
+
305
+ Get Self Entity
306
+
307
+ Get Self Entity
308
+
309
+ Get Current Character
310
+
311
+ Set Entity Active Nameplate
312
+
313
+ Home
314
+ News
315
+ About Us
316
+ Careers
317
+ Business Affairs
318
+ Privacy Policy
319
+ Terms of Service
320
+ Help Center
321
+ General Guide
322
+ Tutorial
323
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Inventory Component
5
+ I. Inventory Component Functions
6
+ The Inventory component directly references the Inventory template and generates
7
+ corresponding inventory instances at runtime
8
+ The Inventory component supports selecting only one inventory template at a time
9
+ The Inventory component can be mounted on characters, creations, and dynamic objects
10
+ II. Editing Inventory Components
11
+ 1. Add Components
12
+ (1) In the Entity or Prefab editing interface, open the Component Editing Tab
13
+ (2) Click "Add Components" below, then click "Inventory" to add it
14
+ (3) Click "Advanced Editing" to expand the editing tab
15
+ 2. Basic Concepts
16
+ By adding this component, you can configure the character's inventory component and
17
+ define default items in the inventory
18
+ Inventory Template: Reference an inventory template
19
+ Starting Items : The default item configuration in the inventory. When gameplay starts,
20
+ the character carries these contents by default
21
+ III. Inventory Runtime Instance
22
+ IV. Inventory Data for Node Graph Operations
23
+ 1. Inventory Component-Related Execution Nodes
24
+ 2. Inventory Component-Related Event Nodes
25
+ 3. Inventory Component-Related Query Nodes
26
+ Text Bubble
27
+ Loots
28
+ Concept Introduction
29
+ Functions
30
+ Common Components
31
+ Inventory Component
32
+ Set Inventory Drop Items/Currency Amount
33
+
34
+ Set Inventory Item Drop Contents
35
+
36
+ Modify Inventory Item Quantity
37
+
38
+ Modify Inventory Currency Quantity
39
+
40
+ Increase Maximum Inventory Capacity
41
+
42
+ When Item Is Lost From Inventory
43
+
44
+ When the Quantity of Inventory Item Changes
45
+
46
+ When Item Is Added to Inventory
47
+
48
+ When the Quantity of Inventory Currency Changes
49
+
50
+ When items in the inventory are used
51
+
52
+ Get Inventory Item Quantity
53
+
54
+ Get Inventory Capacity
55
+
56
+ Get All Inventory Basic Items
57
+
58
+ Get All Inventory Equipment
59
+
60
+ Get All Inventory Currency
61
+
62
+ Get Inventory Currency Quantity
63
+
64
+ Home
65
+ News
66
+ About Us
67
+ Careers
68
+ Business Affairs
69
+ Privacy Policy
70
+ Terms of Service
71
+ Help Center
72
+ General Guide
73
+ Tutorial
74
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Loots
5
+ 1. Functions of Loot Components
6
+ The Loot Component allows creators (Craftspeople) to configure a fixed Loot collection
7
+ template data, which creates Loot based on this data template when the component
8
+ holder is defeated
9
+ In design, it is recommended for implementing Loot-related concepts
10
+ The Loot component only supports configuring one set of Loot template data
11
+ II. Editing the Loot Components
12
+ 1. Add Components
13
+ (1) In the Entity or Prefab editing interface, open the Component Editing Tab
14
+ (2) Click "Add Common Components" below, then click "Loot" to add it.
15
+ (3) Click "Advanced Editing" to expand the editing tab
16
+ 2. Basic Concepts
17
+ (1) Basic Settings
18
+ Configuration for Drop Behavior and Drop Methods
19
+ Destruction Debris: Defines how the drop configuration is handled when the
20
+ component's owner is defeated
21
+ Individual Drops: Each virtual item in the Loot Content is converted into a
22
+ corresponding Loot item and dropped separately
23
+ Combined Drops: Virtual items in the Loot Content are converted into a single Loot
24
+ item and dropped
25
+ Loot Drop Mechanics: Divided into Shared Reward and Individualized Reward
26
+ Shared Reward: All players share the same loot. Once a player picks it up, other
27
+ players cannot pick it up again
28
+ Individualized Reward: Each player's client will generate their own independent
29
+ copy of the item, and players' looting actions do not affect each other
30
+ Corresponding Loot Appearance: Configure a Loot prefab, which is a physical entity
31
+ prefab. When a virtual item is created in the scene, it will be displayed using the model
32
+ of the associated drop prefab. This setting only takes effect when combined drops are
33
+ selected; if individual drops are chosen, each drop will use the associated drop prefab
34
+ configured in its own item or currency template
35
+ (2) Loot Content
36
+ Configure virtual Loot data. Click "Add Items" to configure a list of virtual items
37
+ Item List: You can select all defined items, currency templates and quantities
38
+ III. Loot Collection Examples
39
+ IV. Node Graph Operations for Loot Components
40
+ Loot Component Execution Nodes
41
+ Inventory Component
42
+ Shop Component
43
+ Concept Introduction
44
+ Functions
45
+ Common Components
46
+ Loots
47
+ Trigger Loot Drop
48
+
49
+ Set Loot Drop Content
50
+
51
+ Home
52
+ News
53
+ About Us
54
+ Careers
55
+ Business Affairs
56
+ Privacy Policy
57
+ Terms of Service
58
+ Help Center
59
+ General Guide
60
+ Tutorial
61
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Achievements
5
+ I. Achievement Functions
6
+ Achievements are used to record specific goals or milestones that players accomplish
7
+ in the game
8
+ Achievement progress can be carried over across multiple playthroughs. When players
9
+ replay the same stage, they can continuously accumulate achievement progress to
10
+ unlock different achievements.
11
+ The number of achievements and completion conditions in a stage can be customized
12
+ by creators (Craftspeople) through the Achievement module
13
+ II. Editing Achievements
14
+ Click [Manage Peripheral System] in the System menu to enter the Peripheral System
15
+ Settings interface
16
+ Configure achievement settings in the Peripheral System Settings interface
17
+ A stage supports configuring multiple regular achievements and one ultimate
18
+ achievement. The ultimate achievement will be automatically unlocked after all normal
19
+ achievements are completed. The ultimate achievement will only be enabled when at
20
+ least five normal achievements are set and their names and images are configured
21
+ Achievement Settings: Switch and Validity settings for the achievement system
22
+ Enable Achievements?: Enable or disable the achievement system
23
+ Enable in-room achievement settlement: Whether to allow setting achievement
24
+ progress when players play this stage through room teams rather than matchmaking
25
+ 1. Ultimate Achievement
26
+ Ultimate Achievement: Ultimate Achievement settings, click the edit button on the right
27
+ to enter the Edit Details interface
28
+ Achievement Name: The display name for the achievement. Can be modified in the
29
+ Achievement Name field below
30
+ ID: The identifier used to distinguish this achievement when modifying achievement
31
+ data in a node graph
32
+ Achievement Icon: Allows uploading a local image to serve as the achievement's icon
33
+ 2. Regular Achievements
34
+ Regular Achievements: Click the New Achievement button in the bottom right to add a
35
+ new normal achievement, then click the Edit button to modify its details
36
+ Achievement Name: The display name for the achievement. Can be modified in the
37
+ Achievement Name field below
38
+ ID: The identifier used to distinguish this achievement when modifying achievement
39
+ data in a node graph
40
+ Rarity: Creators (Craftspeople) can also customize an achievement's rarity, which is
41
+ divided into Glorious Gold , Starsilver, and Bright Bronze
42
+ Achievement Counter: A configurable value that starts at 0 for each player and
43
+ gradually increases through Node Graph trigger logic during gameplay. The
44
+ achievement is considered complete when the counter reaches this configured value
45
+ Achievement Description: The description displayed for this achievement
46
+ III. Node Graph Achievement Data Management
47
+ Rank
48
+ Stage Settlement
49
+ Concept Introduction
50
+ Advanced Concepts
51
+ Peripheral System
52
+ Achievements
53
+ Set Achievement Progress Tally
54
+
55
+ Change Achievement Progress Tally
56
+
57
+ Query If Achievement Is Completed
58
+
59
+ Home
60
+ News
61
+ About Us
62
+ Careers
63
+ Business Affairs
64
+ Privacy Policy
65
+ Terms of Service
66
+ Help Center
67
+ General Guide
68
+ Tutorial
69
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Skill Resources
5
+ I. Definition of Skill Resources
6
+ Skill Resources are resources that need to be consumed when specific skills are cast.
7
+ For example, "Elemental Energy" in the Classic Mode is a type of skill resource. The
8
+ Miliastra Sandbox supports creators (Craftspeople) in defining their own types of skill
9
+ resources and specifying which skill resources their skills require
10
+ II. Editing Skill Resources
11
+ 1. Entry Point for Editing
12
+ Enter through the Skill Resource Management button in the system menu bar
13
+ Open the interface to edit globally available skill resource types
14
+ 2. Parameters Introduction
15
+ Unconditional Growth: When exceeding the maximum obtainable value, this skill
16
+ resource amount will grow unconditionally
17
+ Follow Skill (Retaining Value): When attempting to change the skill resource
18
+ amount, it will only succeed if the player currently has a skill that requires this resource.
19
+ Otherwise, it will not take effect. When no skills require a certain skill resource, the
20
+ resource amount will be saved
21
+ Follow Skill (Not Retaining Value): Same rules as above, but when no skills require
22
+ a certain skill resource, the resource amount will be reset to zero
23
+ III. Modifying Skill Resources in Node Graphs
24
+ Concept Introduction
25
+ Advanced Concepts
26
+ Skills
27
+ Skill Resources
28
+ Skill Resource Name: Name of skill resource
29
+
30
+ Configuration ID: The unique identifier for the skill resource, which is required when
31
+ calling it from the Node Graph
32
+
33
+ Growth Type: The growth type determines the actual growth rules when external
34
+ logic attempts to increase the quantity of skill resources. Currently, three types are
35
+ supported
36
+
37
+ Maximum Obtainable Value: The maximum value of skill resources. The amount of
38
+ skill resources that a character can obtain cannot exceed this value
39
+
40
+ Reference Information: Indicates which skills reference this skill resource
41
+
42
+ Home
43
+ News
44
+ About Us
45
+ Careers
46
+ Business Affairs
47
+ Privacy Policy
48
+ Terms of Service
49
+ Help Center
50
+ Copyright © COGNOSPHERE. All Rights Reserved.
51
+ General Guide
52
+ Tutorial
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1
+ /
2
+ /
3
+ /
4
+ Copy and Paste Data
5
+ 1. Feature Overview
6
+ This function is used to copy data from the specified content and stores it in an
7
+ independent clipboard (storing only one copy at maximum), which can then be used to
8
+ paste and replace data in target content. After data replacement, the ID remains
9
+ unchanged, not affecting node graph references, only replacing the functional data.
10
+ II. Usage Restrictions
11
+ 1. Asset Types
12
+ Only applicable to objects and creations.
13
+ 2. Use Units
14
+ Prefab data can only be pasted onto prefabs.
15
+ Entity data can only be pasted onto entities.
16
+ III. Copy and Paste Prefab Data
17
+ 1. Entry Points
18
+ 2. Functional Logic
19
+ Copy prefab data to the clipboard, which can then be pasted to other prefabs of the
20
+ same type to replace data of the target and associated entities.
21
+ 3. Data Replacement
22
+ 4. Operation Process
23
+ IV. Entity Data Copy and Paste
24
+ 1. Entry Points
25
+ 2. Functional Logic
26
+ Copy entity data to the clipboard and paste it to other entities of the same type to
27
+ replace their data.
28
+ 3. Data Replacement
29
+ All data except name, GUID (identifier), and parent tab.
30
+ 4. Operation Process
31
+ Load Optimization
32
+ Concept Introduction
33
+ Functions
34
+ Basic Information
35
+ Copy and Paste Data
36
+ Right-click the menu in the Prefab Library scene
37
+
38
+ Right-click the menu in the assets bar
39
+
40
+ Left-click the menu in the details bar
41
+
42
+ All data except name, prefab ID (identifier), and parent tab.
43
+
44
+ All data of the affiliated entities.
45
+
46
+ Select the prefab you want to copy, and click "Copy Prefab Data".
47
+
48
+ Select the prefab where you want to paste, click "Paste Prefab Data" to complete
49
+ the replacement.
50
+
51
+ Right-click the menu in the entity placement/prefab library scene
52
+
53
+ Left-click the menu in the details bar
54
+
55
+ Select the entity you want to copy, then click "Copy Entity Data".
56
+
57
+ Select the entity you want to paste, click to paste the entity data, and the
58
+ replacement is complete.
59
+
60
+ Home
61
+ News
62
+ About Us
63
+ Careers
64
+ Business Affairs
65
+ Privacy Policy
66
+ Terms of Service
67
+ Help Center
68
+ General Guide
69
+ Tutorial
70
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Unit Status
4
+ I. Definition of Unit Status
5
+ Unit Status is a status management module for managing additional functions and
6
+ attributes of Entities during Stage runtime.
7
+ During Stage runtime, Entities can be applied with Unit Statuses. Each Unit Status must
8
+ have a defined Applier Entity.
9
+ Entities can dynamically hold multiple Unit Statuses. Each status has a defined Runtime
10
+ Duration that grants the Entity Additional Effects and Additional Node Graph
11
+ functionality. Statuses must be predefined at the editing time to be enabled during
12
+ runtime.
13
+ Each active Unit Status has independent Stack Layers, and some functions can scale
14
+ in real time with the number of stacks.
15
+ A Unit Status ends when its Runtime Duration expires or when all Stack Layers are
16
+ depleted.
17
+ 1. Additional Effects
18
+ All Additional Effects come from the predefined Effect Pool, such as functional effects
19
+ like "Mount Looping Effects" or numerical effects like "Motion Speed Change".
20
+ Each Additional Effect has certain runtime limits on both its Effective Target and Effect
21
+ Intensity —
22
+ Effective Target: Each effect can only apply to one or several among "Characters",
23
+ "Creations", or "Objects". When a target entity tries to hold a Unit Status, if that status
24
+ includes an effect that cannot apply to the entity’s type, the entity will fail to acquire the
25
+ status. For example, the "Mount Screen Effect" is allowed only on "Characters", so any
26
+ status using this effect can only be applied to character entities.
27
+ Effect Intensity: An entity may receive multiple Additional Effects of the same type at
28
+ the same time, but the final effect cannot stack without limit — it is restricted to a valid
29
+ range. For example, with "Motion Speed Change", since the change cannot be less
30
+ than -40% or greater than 40%, whether an entity has one effect of +50% speed
31
+ change or five effects of +10% each, the final Motion Speed will never exceed 140%.
32
+ Additionally, some effects cannot coexist within the same Unit Status. For example, a
33
+ Unit Status can provide only one type of Elemental Effect. If multiple Mutually Exclusive
34
+ effects are configured, the last effect will take precedence.
35
+ 2. Additional Node Graph
36
+ Each Unit Status can be related with a server Node Graph. When an Entity holds this
37
+ status, the Node Graph is synchronously added to the corresponding Entity, and it is
38
+ removed when the status ends.
39
+ The related Node Graph can only come from a Status Node Graph, where Composite
40
+ Nodes can still be used.
41
+ Unlike regular Node Graphs, if multiple Unit Statuses held by an Entity are related with
42
+ the same Node Graph, it is considered related only once, and the Node Graph will lose
43
+ relation only when the Entity has lost all related statuses.
44
+ II. Editing Unit Statuses
45
+ After entering the Combat Preset page, select the Unit Status bar, create management
46
+ Tabs as needed, and create the corresponding Unit Statuses within the Tabs.
47
+ Click the New Status, then click Confirm Create in the pop-up to create a new Unit
48
+ Status
49
+ 1. Naming and Identification
50
+ Each predefined Unit Status Name must be globally unique. A globally unique Config
51
+ ID is automatically generated for it.
52
+ You can use the Copy button to quickly duplicate this Config ID.
53
+ You can also replace the Icon for each status.
54
+ 2. Stacking Rules
55
+ When a status is stacked onto an existing one, detailed stacking rules must be defined.
56
+ Each time stacking occurs, the new status's stack layers count is added to the existing
57
+ status, but the total will not exceed the Maximum Stack Layers.
58
+ The maximum count of the stacks may vary depending on the situation.
59
+ When stacking may exceed the limit, you can choose whether to enable Overlapping
60
+ Data Update.
61
+ If updated, the overlapping data will sequentially replace the earliest existing stack data.
62
+ Otherwise, the overlapping data will be discarded.
63
+ If no change occurs to the stack data of the status, the stacking action is considered
64
+ invalid, and the application of the status is also invalid.
65
+ 3. Timing Rules
66
+ Each active Unit Status may have a defined Life Cycle. When the Life Cycle is
67
+ exceeded, the status is automatically removed.
68
+ Enabling Infinite Duration prevents the status from being removed when its Life Cycle
69
+ expires, and any updates to the status will no longer affect its Initial Runtime Duration.
70
+ If the Initial Runtime Duration of a status is finite, when an Entity gains a new status,
71
+ that status's Life Cycle is set to its Initial Runtime Duration.
72
+ If the Initial Runtime Duration is finite, you can enableStack Shared Duration.
73
+ When disabled, each stack calculates its Runtime Duration independently. Once a
74
+ stack exceeds its Runtime Duration, it is automatically removed, reducing the
75
+ corresponding Stack Layers of the status
76
+ Stack Layers Count.
77
+ In this case, the Maximum Stack Layers count is 10.
78
+ When enabled, all stacks are removed together once the status exceeds its duration.
79
+ However, each time a new stack is applied, the status's Time Remaining may be
80
+ extended based on specific rules.
81
+ Each time a new stack is applied, the current Time Remaining of the status may be
82
+ increased by an Extended Duration.
83
+ When Maximum Extended Duration Limit is enabled, the extended Time Remaining
84
+ cannot exceed the Maximum Duration, even if the original Time Remaining was greater.
85
+ In this case, the Maximum Stack Layers count is 1000.
86
+ 4. Related Node Graph
87
+ The Status Node Graph related with an Entity while it holds a status.
88
+ 5. Status Coexistence
89
+ When the same Unit Status is repeatedly applied to an Entity, different handling can be
90
+ configured based on the Applier Entity, and the most recent update time is recorded.
91
+ The same Applier cannot apply two instances of the same‑name Unit Status to a Target
92
+ Entity; instead, it is added to the already applied status.
93
+ When different Appliers apply the same Unit Status to a Target Entity, you must decide
94
+ whether these statuses can stack from different Applier sources:
95
+ If stackable, then after the stacking action is successfully completed, you can enable
96
+ Record Latest Applier.
97
+ If stacking is not allowed, set a Coexistence Limit for this status from different Appliers.
98
+ When the Coexistence Limit is reached, define a Same Name Status Update Strategy
99
+ to determine how new applications are handled:
100
+ Cannot Update — the status application fails and the action is terminated.
101
+ Minimum Time Remaining — remove the status with the shortest Time Remaining, then
102
+ apply the new one.
103
+ Earliest Update Time — removes the status with the earliest last update time, then
104
+ applies the new status. If the status has not been re-applied, its first application time is
105
+ used.
106
+ Earliest Application Time — remove the status applied earliest, even if its Time
107
+ Remaining is not the shortest, then apply the new one.
108
+ 6. Yielding and Replacement
109
+ When applying a status, the Yielding Status List may affect the outcome of the
110
+ application, and the Replacement Status List may affect the statuses held by the target
111
+ Entity.
112
+ If the target already holds any Unit Status from the Yielding Status List, the application
113
+ is immediately terminated and fails.
114
+ If the target already holds any Unit Status from the Replacement Status List, all
115
+ corresponding statuses are removed before the new status is applied.
116
+ III. Unit Status Execution
117
+ 1. Apply via Component
118
+ If a preset Unit Status is configured in the target Entity's Unit Status Component, the
119
+ corresponding status is applied by the Stage Entity when the Entity is created.
120
+ The Stack Layers Count for the status can be configured in the component, and
121
+ statuses are applied in the top-to-bottom order of the configuration.
122
+ The same status can only be applied once within the component.
123
+ For details, please refer to Unit Statuses
124
+ 2. Manage with Server Nodes
125
+ When both the Applier Entity and the Target Entity are present, the system attempts to
126
+ apply the corresponding Unit Status to the target and returns one of the following results:
127
+ Failed: Unexpected error — failure due to special cases, such as the Applier or Target
128
+ not being present in the scene
129
+ Failed: Operation paused for another process — the target already holds one or more
130
+ statuses from the Yielding Status List; the application does not proceed
131
+ Failed: Maximum coexistence limit reached — the target has already reached the
132
+ coexistence limit for statuses from other Appliers, and replacement is not allowed
133
+ Failed: Unable to add additional stack — when attaching to the target's existing status,
134
+ all stacks are full and updates are not accepted
135
+ Success: New status applied — a new status is applied to the target
136
+ Success: Slot stacking — an existing status on the target is updated
137
+ When the Remover Entity is present, the system attempts to remove the corresponding
138
+ status from the Target Entity.
139
+ When the removal target holds one or more coexisting statuses, you can choose:
140
+ All Coexisting Statuses With the Same Name — regardless of whether the Applier is
141
+ self, all statuses with the same name held by the target are removed
142
+ Status With Fastest Stack Loss — if stacks are timed independently, remove the status
143
+ whose first stack has the shortest Time Remaining; if stacks are not timed
144
+ independently, remove the status with the shortest Time Remaining
145
+ (Not available) statuses applied by self — if the target holds a status whose Applier
146
+ matches self, remove it
147
+ When the target entity gains a new unit status or an existing unit status is updated, this
148
+ event will be triggered.
149
+ When the Target Entity loses an existing Unit Status, this Event is dispatched.
150
+ If multiple coexisting statuses on the target are removed, the same number of Events is
151
+ received.
152
+ Removal reasons include:
153
+ Replaced by other Unit Status — a new status was applied, replacing this status
154
+ Duration exceeded — the status exceeded its Initial Runtime Duration, or all stacks
155
+ exceeded their Initial Runtime Duration and ended naturally
156
+ Dispelled — the status was forcibly terminated by a Skill, an Ability Unit, or a fully
157
+ reacted Element
158
+ Status expired — the status removed itself because some of its effects ended
159
+ Class changed — the Player switched Class, removing statuses attached to the
160
+ previous Class
161
+ You can search whether the Target Entity present in the scene already holds a given
162
+ Unit Status
163
+ 3. Manage with Ability Units
164
+ Add or remove specified Unit Statuses in the Local Projectile's Ability Unit.
165
+ When the Local Projectile hits the Target, use the Ability Unit to add or remove Unit
166
+ Statuses on the Target
167
+ For details, see Ability Units
168
+ 4. Manage with Skill Node Graphs
169
+ When both the Applier Entity and the Target Entity are present, attempt to apply the
170
+ corresponding Unit Status to the Target, but the final result cannot be determined.
171
+ Regardless of whether the Remover Entity is present, attempt to remove the
172
+ corresponding Unit Status from the Target. If the Remover Entity is not present, the
173
+ removal is treated as source-less.
174
+ Regardless of the Applier, all statuses with the same Config ID are removed.
175
+ Classes
176
+ Preset Points
177
+ Concept Introduction
178
+ Advanced Concepts
179
+ Unit Status
180
+ Home
181
+ News
182
+ About Us
183
+ Careers
184
+ Business Affairs
185
+ Privacy Policy
186
+ Terms of Service
187
+ Help Center
188
+ General Guide
189
+ Tutorial
190
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Collision Trigger
5
+ I. Functions of Collision Trigger Component
6
+ The collision trigger component provides a detection range for collision detection during
7
+ stage runtime and serves as a tool for contact determination.
8
+ The collision trigger component supports multiple collision triggers to be active
9
+ simultaneously.
10
+ 1. Collision Detection between Collision Triggers and
11
+ Collision Trigger Source
12
+ During stage runtime, the "Collision Trigger" continuously monitors other entities
13
+ carrying "Collision Trigger Source Components."
14
+ When the runtime entity's "Collision Trigger Source" enters or exits the range of another
15
+ entity with a "Collision Trigger Component," a collision between the two component
16
+ ranges will send a node graph event to the entity configured with the "Collision Trigger."
17
+ This type of collision does not create physical collision barriers.
18
+ When a "Collision Trigger Source" collides with different "Collision Triggers," the collision
19
+ detection between them is calculated independently
20
+ Example: When a "Collision Trigger Source" collides with "Collision Trigger 1" and
21
+ "Collision Trigger 2," node graph events will be sent separately without affecting each
22
+ other
23
+ 2. Collision Trigger Source Components
24
+ Collision Trigger Source
25
+ II. Editing Collision Trigger Components
26
+ 1. Add Components
27
+ (1) In the entity/prefab editing interface, open the Editing Components tab
28
+ (2) Click "Add Common Components" below, select and click "Collision Trigger" to add it
29
+ (3) Click "Advanced Editing" to expand the editing tab
30
+ 2. Editing Collision Trigger Components
31
+ Configuration Parameters
32
+ Description
33
+ Initially Effective Trigger
34
+ Enumerates the collision triggers that are effective by defa
35
+ runtime
36
+ Supports editing of the trigger's default effective state by u
37
+ arrow to adjust the enumeration checkbox after the trigger.
38
+ state will be synchronized to the corresponding trigger's "A
39
+ *Trigger List
40
+ Enumerates all collision triggers configured for the entities
41
+ 3. Editing Collision Triggers
42
+ In the stage editor window, the entity will display the range of the currently selected
43
+ collision trigger.
44
+ (1) Collision Trigger Group
45
+ (2) Basic Information of Collision Trigger
46
+ Configuration Parameters
47
+ Description
48
+ Initially Effective
49
+ If enabled, the collision trigger takes effect immediately upo
50
+ Effective Target
51
+ Collision trigger source detection only applies to the config
52
+ Provides enums for characters, objects, and creations
53
+ (3) Collision Trigger Range
54
+ Click "Add Trigger Area" to add new trigger areas. The ranges under the same collision
55
+ trigger will be merged and take effect as a combined range
56
+ Configuration Parameters
57
+ Description
58
+ Trigger Area Shape
59
+ Supports cuboid, sphere, and capsule shapes. Different siz
60
+ parameters will be displayed based on the selected shape
61
+ Center
62
+ Offset relative to the entity/prefab center
63
+ Rotation
64
+ Supports orientation adjustment along different axes based
65
+ position
66
+ Zoom Multiplier
67
+ The trigger area's shape supports defining scaling along di
68
+ III. Managing Collision Triggers Through Node
69
+ Graph
70
+ You can manage the collision trigger for runtime entities via the node graph during its
71
+ runtime
72
+ The "Collision Trigger Source" range of a runtime entity enters the "Collision
73
+ Trigger" range of another runtime entity.
74
+ Node graph events will be sent to the entity configured with "Collision Trigger"
75
+ The "Collision Trigger Source" range of a runtime entity exits the "Collision Trigger"
76
+ range of another runtime entity.
77
+ Node graph events will be sent to the entity configured with "Collision Trigger"
78
+ The "Collision Trigger" component function supports dynamic adjustment of the
79
+ activation parameter through node graphs
80
+ Basic Motion Device
81
+ Custom Variables
82
+ Concept Introduction
83
+ Functions
84
+ Common Components
85
+ Collision Trigger
86
+ Enumerate all predefined collision triggers for this entity
87
+
88
+ Click
89
+ to add a collision trigger
90
+
91
+ "ID: X", where X is the "Trigger ID", serves as a node input that allows you to
92
+ adjust the collision trigger parameters
93
+
94
+ When Entering Collision Trigger
95
+
96
+ When Exiting Collision Trigger
97
+
98
+ Activate/Disable Collision Trigger
99
+
100
+ Home
101
+ News
102
+ About Us
103
+ Careers
104
+ Business Affairs
105
+ Privacy Policy
106
+ Terms of Service
107
+ Help Center
108
+ General Guide
109
+ Tutorial
110
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ Multiplayer Test Play
3
+ I. Function Overview
4
+ This feature simulates multiplayer scenarios in edited stages to quickly validate stage
5
+ effects.
6
+ II. Function Entry Point
7
+ System Menu — Multiplayer Test Play
8
+ III. Multiplayer Test Play Room
9
+ After clicking [Multiplayer Test Play] (see above), the initialization runs (required checks
10
+ and stage upload). When complete, you enter the Multiplayer Test Play Room interface.
11
+ Note: Each Multiplayer Test Play loads the most recently uploaded Saving. If you edit
12
+ the stage, manually update the stage before playing the latest changes.
13
+ 1. Room Functions
14
+ (1) Waiting Area
15
+ Players who join the Test Play Room are placed in the first available Waiting Area seat.
16
+ Players in the Waiting Area do not join subsequently started playtests. They can switch
17
+ areas and seats by clicking any open seat in the [Waiting Area] or [Preparation Area].
18
+ Invited Players
19
+ Invited Players can switch seats in the following two ways:
20
+ (2) Preparation Area
21
+ Holds all players who intend to participate in Test Play. Invited Players download the
22
+ stage here and get ready to play.
23
+ Preparation Area: Loads [Stage Settings] -> [Player Count Settings] (player count,
24
+ groups).
25
+ Invited Players
26
+ While in the Preparation Area, Invited Players click the [Ready] button (bottom-right) to
27
+ signal readiness to play the stage
28
+ After clicking Ready, the stage download starts; when complete, the player enters the
29
+ Ready state.
30
+ Note: When the host starts the game, any player in the Preparation Area who is not in
31
+ the Ready state is moved to the Waiting Area.
32
+ (3) Player Invitation
33
+ After the host clicks [Invite], the [Invite Players] panel opens on the right with three
34
+ sections: [Search Invitation], [Today's Invites], and [Friends].
35
+ Search for players by UID. After searching, send an invite with the [Invite] button; once
36
+ accepted, the player joins the Test Play Room.
37
+ Switch to this tab to view players invited today. Use the Invite button to invite them
38
+ again.
39
+ View your account's friend list on this tab; click a friend's Invite button to send a Test
40
+ Play invite.
41
+ Invited Players
42
+ Players have 15 seconds to respond to a Multiplayer Test Play invite; if they do not
43
+ respond in time, the invite is automatically declined.
44
+ Invitation Limits
45
+ (4) Start Test Play
46
+ The host can start Test Play with the [Start Game] button (bottom-right). After Test Play
47
+ begins, all seats in the Preparation Area become non-joinable and non-clickable; players
48
+ who entered Test Play switch to the In-Game status, and the Cosmetic Display phase
49
+ starts.
50
+ Note: Even if the host is not in the Preparation Area, Multiplayer Test Play can be
51
+ started as long as the stage meets the required conditions (player count, groups, etc.).
52
+ The host does not need to participate in the Multiplayer Test Play.
53
+ If invited players are in the Preparation Area but not yet Ready, clicking [Start Game]
54
+ prompts the host for confirmation. If confirmed, all players not in the Ready state are
55
+ moved to the Waiting Area.
56
+ 2. Test Play Settings
57
+ (1) Update Stage
58
+ Click to upload the most recently edited stage to the Multiplayer Test Play Room. This
59
+ action moves all players to the Waiting Area, and they must get Ready again.
60
+ (2) Generate Test Play Report
61
+ After enabling, all players participating in Test Play automatically generate a local report
62
+ at the end of Test Play for viewing the Load Calculation Function . Creators can import
63
+ these reports to review each player's Dynamic Load for the session.
64
+ Storage path: C:\Users\%USERPROFILE%\AppData\LocalLow\miHoYo\Genshin
65
+ Impact\BeyondLocal\(Player UID)\Beyond_Performance_Report
66
+ (3) Character Display Settings
67
+ When enabled, players entering a stage go through the Cosmetic Display phase, then
68
+ proceed to the Loading Interface.
69
+ (4) Enable Settlement
70
+ To speed up testing and reduce steps, disable settlement-related steps via [Enable Test
71
+ Play Settlement] under [Multiplayer Test Play].
72
+ (5) Test Play Manekin
73
+ Before starting a test play, creators can use [Test Play Manekin] in [Test Play Options]
74
+ to set which Manekin body type is used.
75
+ (6) Test Play Data Settings
76
+ Before test play starts, the host can configure per-seat data via the [Settings] button at
77
+ the top-right of each seat.
78
+ Note: These settings are bound to the seat. Any player occupying that seat uses the
79
+ same settings.
80
+ (7) Test Play Player Management
81
+ During Multiplayer Test Play, the host can remove invited players or move them to the
82
+ Waiting Area using the button at the top-right.
83
+ The host can remove a player from the Test Play Room. After successful removal, the
84
+ player returns to their pre-invitation location.
85
+ Removal restriction: If a player is currently in Test Play, they are removed after their
86
+ Test Play ends.
87
+ The host can move a player to an empty seat in the Waiting Area via [Move to Waiting
88
+ Area].
89
+ (8) Disbanding the Room
90
+ The host can disband the Multiplayer Test Play Room using [Dismiss]. After disbanding,
91
+ all players return to their location prior to joining the room.
92
+ (9) Room Collapse
93
+ The host can collapse the interface to the top Menu Bar with the [Collapse] button (top-
94
+ right) and return to the editing interface. Note: The Multiplayer Test Play Room remains
95
+ active; invited players stay in the room.
96
+ IV. In-Game Controls for Multiplayer Playtest
97
+ The host can perform these actions: Retry Challenge, End Test Play.
98
+ Invited Players can perform this action: End Test Play.
99
+ 1. Exit Button
100
+ While in playtest, open the [Test Play Controls] panel via the top-left button or the Esc
101
+ hotkey.
102
+ 2. Test Play Controls
103
+ (1) Retry Challenge
104
+ After clicking [Retry Challenge], all startup steps from the Cosmetic Display phase are
105
+ re-run; when complete, a new playtest session starts.
106
+ Note 1: If an exception prevents immediate restart, exit Test Play and start the Test Play
107
+ flow again.
108
+ Note 2: In Multiplayer Test Play, if any player exits the current session early, Retry
109
+ Challenge cannot be executed.
110
+ Note 3: During Multiplayer Test Play, only the host can use Retry Challenge.
111
+ (2) Abandon Challenge
112
+ Click to end the current Test Play immediately and trigger the corresponding non-
113
+ standard settlement result.
114
+ V. Multiplayer Test Play Settlement
115
+ When Test Play ends, the settlement flow runs and displays results according to the
116
+ stage's settlement settings.
117
+ Creators (Craftspeople) can configure these settings in [Settlement] under [Stage
118
+ Settings].
119
+ Test Play
120
+ Miliastra Sandbox
121
+ Interface Guide
122
+ Multiplayer Test Play
123
+ Click [Join Preparation Area] to take a remaining seat in the Preparation Area.
124
+
125
+ Click an empty seat to switch.
126
+
127
+ Search Invitation
128
+
129
+ Today's Invites
130
+
131
+ Friends
132
+
133
+ Invitation Limit: You can invite up to 16 players per day for Test Play. [Today's
134
+ Invites] resets at midnight.
135
+
136
+ Invited Players: Players currently in a Stage, Domain, or Editing cannot receive Test
137
+ Play invites.
138
+
139
+ Remove Player
140
+
141
+ Move to Waiting Area
142
+
143
+ Home
144
+ News
145
+ About Us
146
+ Careers
147
+ Business Affairs
148
+ Privacy Policy
149
+ Terms of Service
150
+ Help Center
151
+ General Guide
152
+ Tutorial
153
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Combat Settings
5
+ I. What are Combat Settings
6
+ Provides more detailed configuration for custom combat gameplay, enabling players to
7
+ configure attack and hit response settings
8
+ II. Editing Combat Settings
9
+ In the Specialized Settings tab, click Advanced Editing to enter the entity's combat
10
+ settings
11
+ Configuration Parameters
12
+ Description
13
+ Cannot Be Affected by
14
+ Elemental Effects
15
+ Configure whether this object can be affected by elementa
16
+ Cannot Be Targeted
17
+ Configures whether any function that targets and locks this
18
+ effect
19
+ Hit Effect
20
+ Configures special effect to play when the object is attacke
21
+ Knockdown Effect
22
+ Configures special effect to play when the object is destroy
23
+ The hit effects and knockdown effects can be further configured on the Edit Details tab
24
+ Effect Configuration
25
+ Parameters
26
+ Description
27
+ VFX Asset Type
28
+ Only Timed Effects can be selected
29
+ For effect-related assets, see Special Effects
30
+ Special Effects Assets
31
+ You can select Special Effects Assets. After selecting a Sp
32
+ you can preview it in the scene
33
+ Zoom Factor
34
+ Zoom factor of the effect
35
+ Offset
36
+ Specified Relative Position
37
+ Rotation
38
+ Specifies the rotation information of the special effect
39
+ Hurtbox Settings
40
+ Ability Units
41
+ Concept Introduction
42
+ Functions
43
+ Specialized Settings
44
+ Combat Settings
45
+ Home
46
+ News
47
+ About Us
48
+ Careers
49
+ Business Affairs
50
+ Privacy Policy
51
+ Terms of Service
52
+ Help Center
53
+ General Guide
54
+ Tutorial
55
+ Copyright © COGNOSPHERE. All Rights Reserved.
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaneb9qnvay.txt ADDED
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1
+ /
2
+ /
3
+ Text Chat
4
+ I. Text Chat Features
5
+ The text chat management provides gameplay-oriented chat features, supporting the
6
+ configuration of multiple exclusive chat channels for different players or factions based
7
+ on gameplay needs.
8
+ The same player can send messages in different chat channels simultaneously.
9
+ Supports real-time management of player chat channel permissions through node
10
+ graphs.
11
+ II. Text Chat Function Management
12
+ You can manage the current level's chat channel through [System Menu] > [Manage
13
+ Text Chat]
14
+ Controls whether text chat functionality is enabled in the current level
15
+ III. Text Chat Channel Editing
16
+ Click the [Add Channel] button to add new chat channels
17
+ The stage comes with a default global channel that applies to all players. While its
18
+ configuration and name can be modified, it cannot be deleted.
19
+ Press the icon to rename or delete the channel
20
+ Parameter
21
+ Description
22
+ Index
23
+ The unique identifier corresponding to the chat ch
24
+ Initially Effective
25
+ Controls the channel's activation status at the beg
26
+ Channel Application Method
27
+ Supports application by player/by faction
28
+ When the channel is applied by faction, chat cha
29
+ Apply to Player/Team
30
+ Controls the initial coverage of the channel in the
31
+ Display Priority
32
+ Controls the display order of channels in the leve
33
+ Select Icon
34
+ Controls the icon and color of the channel in the
35
+ Control quick chat messages for corresponding channels within the level Click
36
+ to add quick text, click
37
+ to delete text. At least 1 default text
38
+ must be kept
39
+ The corresponding in-game runtime display is shown in the figure below:
40
+ IV. Controlling Text Chat Channels with Node
41
+ Graph
42
+ Input a list of player-specific channel indices through the node graph to override the
43
+ active channels for target players
44
+ The node graph can control all text chat channel switches in the current level.
45
+ Enabling/disabling will affect all corresponding objects in that channel
46
+ Through node graph input, specific players can be kicked out of or added into
47
+ player-divided channels
48
+ Multi-language Text
49
+ Background Music
50
+ Concept Introduction
51
+ Other Concepts
52
+ Text Chat
53
+ Global Settings:
54
+
55
+ Add Chat Channel
56
+
57
+ Basic Information
58
+
59
+ Quick Message
60
+
61
+ Set Player's Current Channel
62
+
63
+ Set Chat Channel Switch
64
+
65
+ Modify Player Channel Permission
66
+
67
+ Home
68
+ News
69
+ About Us
70
+ Careers
71
+ Business Affairs
72
+ Privacy Policy
73
+ Terms of Service
74
+ Help Center
75
+ General Guide
76
+ Tutorial
77
+ Copyright © COGNOSPHERE. All Rights Reserved.
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaqt9rgqv4u.txt ADDED
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1
+ /
2
+ /
3
+ /
4
+ Projectile Motion Device
5
+ I. Functions of Projectile Motion Device
6
+ Component
7
+ The Projectile Motion Device component enables entities to perform complex movements
8
+ Only one projectile motion device can be active on a component at a time
9
+ The position of the projectile motion device may vary at each end, therefore it is
10
+ recommended for use with projectiles or motion-based effects
11
+ If a disconnection or reconnection occurs, the projectile motion device's position may
12
+ reset
13
+ II. Add Projectile Motion Devices
14
+ (1) In the entity/prefab editing interface, open the Editing Components tab
15
+ (2) Click "Add Common Components" below, select and click "Projectile Motion Device"
16
+ to add it
17
+ (3) Click "Advanced Editing" to expand the editing tab
18
+ III. Projectile Motion Device Types
19
+ The Projectile Motion Device currently supports four types
20
+ 1. Linear Projectile
21
+ Initial Speed: The velocity direction when the component gets initialized
22
+ Speed: Speed value
23
+ Acceleration: The increase in velocity per second
24
+ Acceleration Duration: The duration for which the acceleration rate takes effect
25
+ Ground Hugging Movement: Whether the movement is attached to the ground
26
+ 2. Parabolic Projectile
27
+ Initial Speed: The velocity direction when the component gets initialized
28
+ Speed: Speed value
29
+ Gravitational Acceleration: Vertical downward direction, speed increase value per second
30
+ 3. Tracking Projectile
31
+ Tracking Object: The target to track.
32
+ Track Target Attachment Point: Tracks attachment point on the target.
33
+ Initial Speed: The velocity direction when the component gets initialized
34
+ Speed: Speed value
35
+ Acceleration: The increase in velocity per second
36
+ Acceleration Duration: The duration for which the acceleration rate takes effect
37
+ Tracking Angular Velocity: The projectile will turn towards the tracking target at the
38
+ specified tracking angular velocity from its initial direction. If this value is small, the
39
+ projectile may not be able to hit the target directly due to the slow turning speed.
40
+ Tracking Final Phase: This can be set to one of three types:
41
+ None: No final stage settings. After reaching the tracking target, the projectile will
42
+ continue to attempt to track the target, which may cause it to oscillate around the target.
43
+ Cancel Tracking: When the projectile is within a certain range of the tracking target
44
+ (configured by Stop Tracking Range), it will stop the tracking function and continue in a
45
+ straight line with the direction it had at that moment. This means the tracking projectile
46
+ will not hit the target directly. It can be used to create projectiles that players can dodge
47
+ by moving.
48
+ Stop Tracking Range: Configures the distance from the tracking target at which the
49
+ tracking will stop.
50
+ Adsorption Tracking: When the projectile is within a certain range of the tracking target
51
+ (configured by Adsorption Range), it will try to attach to the target over a fixed period
52
+ (Adsorption Time). After this period, it will move stably with the target. Common tracking
53
+ projectiles can use this configuration.
54
+ Adsorption Range: The distance from the tracking target at which the projectile will start
55
+ to attract.
56
+ Adsorption Time: The fixed time it takes for the projectile to attach to the tracking target
57
+ and then move stably with it.
58
+ 4. Radial Fire
59
+ Around Object: The object to orbit around.
60
+ Track Target Attachment Point: Which attachment point on the circular motion target.
61
+ Rotate Clockwise: When enabled, the object rotates clockwise; when disabled, it rotates
62
+ counterclockwise.
63
+ Circumradius: The radius of the circular motion.
64
+ Angular Velocity: The angular velocity of the circular motion.
65
+ IV. Node Graph Related
66
+ Create Projectile
67
+ Custom Variables
68
+ Character Disruptor Device
69
+ Concept Introduction
70
+ Functions
71
+ Common Components
72
+ Projectile Motion Device
73
+ Home
74
+ News
75
+ About Us
76
+ Careers
77
+ Business Affairs
78
+ Privacy Policy
79
+ Terms of Service
80
+ Help Center
81
+ General Guide
82
+ Tutorial
83
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Global Timer
5
+ I. Global Timer Component Functions
6
+ The global timer component provides timing capabilities. It supports pausing, restarting,
7
+ and modifying timers, and can synchronize with UI controls to display the timer's time.
8
+ The global timer supports configuring multiple sets of static timer data.
9
+ Global timers run independently on different active entities.
10
+ II. How to Use Global Timers
11
+ There are two ways to use the global timer:
12
+ 1. The entity editing component can have a reference timer set, which will be activated
13
+ when the entity is created.
14
+ 2. A node graph execution node can activate the timer when it is executed..
15
+ III. Global Timer Management Tool
16
+ You can predefine all global timers via the timer management tool.
17
+ Enumerates all predefined global timers in the current stage.
18
+ IV. Editing Global Timers
19
+ Use the button shown above to add a new timer.
20
+ Click
21
+ the icon to rename or delete the specified timer.
22
+ This name is the global timer's reference.
23
+ Configuration Parameters
24
+ Description
25
+ Global Timer Type
26
+ Provides two types: countdown and stopwatch.
27
+ Duration (s)
28
+ When the timer type is countdown, a duration needs to be
29
+ V. Global Timer Reference
30
+ 1. Referencing the Global Timer Through UI Controls
31
+ Open Interface Layout Management Tool, Select Timer UI Controls "Timer" to execute
32
+ its logic.
33
+ Configuration Parameters
34
+ Description
35
+ Type
36
+ Stopwatch, Countdown
37
+ Specify Timer
38
+ Will enumerate all predefined global timers that match the
39
+ Source Entity
40
+ Default configuration is stage entity. You can choose betwe
41
+ player entity
42
+ When the source entity is running and the timer is active, the UI control shows the
43
+ timer's current time.
44
+ 2. Reference Global Timer Through Component
45
+ (1) Add Component
46
+ a. In the entity prefab editing interface, open the Edit Component tab.
47
+ b. Click "Add Common Component", then select "Global Timer" to add it.
48
+ c. Press "Advanced Editing" to expand the editing page.
49
+ (2) Reference Timer
50
+ Click "Add Timer" to open a list of global timers, then you can select the desired
51
+ global timer.
52
+ A global timer referenced by a component will be activated when the entity is
53
+ created.
54
+ Click "Manage Timer" to open the global timer management tool.
55
+ VI. Reference Global Timer by Node Graph
56
+ Use the node graph to reference a global timer, with the running entity as the
57
+ carrier.
58
+ Only timers predefined in the global timer management tool are valid as a reference.
59
+ Use the node graph to stop running a global timer early.
60
+ Use the node graph to pause a running global timer.
61
+ When paused, the UI controls linked to the timer will also pause their display.
62
+ You can resume a timer paused by "Pause Global Timer" via the node graph.
63
+ If a UI control references the timer, its display will resume as well.
64
+ You can adjust a running global timer via the node graph.
65
+ Change Value
66
+ If the timer is counting down, a positive number will increase
67
+ its remaining time, and a negative number will decrease its remaining time.
68
+ For stopwatch timers, positive values increase the accumulated time, and negative
69
+ values decrease it.
70
+ A paused timer can have its time reduced as low as 0s. For countdowns, this will
71
+ trigger the timer.
72
+ If a paused timer is set to 0s and then you increase its time, it will not be activated.
73
+ If the UI control references the corresponding timer, its display updates along with
74
+ the changes.
75
+ When the global timer's countdown ends, it will send an event to the node graph.
76
+ Use the node graph to get the current time of a running global timer.
77
+ Current Time
78
+ If the timer is counting down, returns the remaining time.
79
+ If the timer is a stopwatch, it returns the accumulated time.
80
+ Character Disruptor Device
81
+ Timer
82
+ Concept Introduction
83
+ Functions
84
+ Common Components
85
+ Global Timer
86
+ Global Timer List
87
+
88
+ Add Timer
89
+
90
+ Name and ID
91
+
92
+ Basic Information
93
+
94
+ The selected source entity needs to be configured with a global timer component.
95
+
96
+ If the timer configured for the interface controls is not active when the source entity
97
+ is running, the UI controls will display the default value 00:00.
98
+
99
+ Start Global Timer
100
+
101
+ Stop Global Timer
102
+
103
+ Pause Global Timer
104
+
105
+ Recover Global Timer
106
+
107
+ Modify Global Timer
108
+
109
+ When Global Timer Is Triggered
110
+
111
+ Get Current Global Timer Time
112
+
113
+ Home
114
+ News
115
+ About Us
116
+ Careers
117
+ Business Affairs
118
+ Privacy Policy
119
+ Terms of Service
120
+ Help Center
121
+ General Guide
122
+ Tutorial
123
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Node Graph Editing Guide
5
+ I. Entry Point for Node Graph Editing
6
+ Node graph editing must be done in the Miliastra Sandbox. Please locate the Miliastra
7
+ Sandbox entry point as shown in the graph below
8
+ The main window of the Miliastra Sandbox is shown in the graph below
9
+ II. Creating a New Node Graph
10
+ 1. Server Node Graphs
11
+ Double-click the newly created node graph to open the Editing Tab
12
+ You can also right-click a node graph to rename it and perform other common file
13
+ operations
14
+ 2. Client Serve Node Graphs
15
+ The Client Node Graph Resource Explorer is closed by default. To open it, choose
16
+ Window > Client Node Graph Resource Explorer (top-left)
17
+ The Client Node Graph Resource Explorer works like the Server Node Graph Resource
18
+ Explorer. In the Asset Management panel on the left, select the node graph type you
19
+ need, then right-click in the right panel to create a new node graph
20
+ III. Node Graph Actions
21
+ After entering the node graph editing tab (as shown below):
22
+ 1. Create Nodes
23
+ The most common way to create a node is to right-click in the editing area to open the
24
+ node menu
25
+ You can find specific nodes by searching through node categories
26
+ Shown below is the [When Custom Variable Changes] node. You can find this node
27
+ under [Event Node] >[Custom Variable]
28
+ Click to create a new node in the editing area
29
+ Another common way to create nodes is through quick connections
30
+ To do this, drag a connection from a pin outward and release without connecting to any
31
+ other node. This will bring up the node creation menu.
32
+ This menu will automatically filter all nodes that match the pin type (i. e., those that can
33
+ be directly connected)
34
+ 2. Node Connections
35
+ Hold and drag outward from a pin to create a connection line
36
+ Connect it to a valid pin on another node to complete the connection
37
+ 3. Other Node Graph Operations
38
+ Hover over a pin or connection to highlight the connection and its endpoints. This is
39
+ especially useful in complex graphs
40
+ Delete: Delete nodes
41
+ Cut: Cut the node, then you can paste with (Ctrl + V)
42
+ Copy: Copy the node, then you can paste with (Ctrl + V)
43
+ Disconnect Node Connection: Remove all connections to this node
44
+ Notes: Add a comment on this node
45
+ Generate Composite Node: See Composite Nodes
46
+ Jump to Next Node: Jump to the next node connected to this pin
47
+ Disconnect Link: Remove the pin's connection
48
+ Collapse Menu: Collapse the shortcut menu
49
+ Enter Comment: Add a comment to the node. Click to add a new comment when
50
+ clicking on a node
51
+ Search Nodes: Click to open the node search tab
52
+ Node Graph Variables: Click to open the node graph variables tab
53
+ Signal Management: Click to open the Server Signal Explorer
54
+ Editing Area Zoom: Zoom in/out of the edit area. You can also use the mouse wheel to
55
+ zoom
56
+ Operation Log: View the operations in the current node graph
57
+ Undo: Undo a single step of an operation
58
+ Restore: After undoing an operation, you can redo the undo to restore the previous state
59
+ Save: Save current node graph
60
+ Save As: Save the current node graph as a new node graph file
61
+ Basic Concepts
62
+ Concept Introduction
63
+ Functions
64
+ Node Graphs
65
+ Node Graph Editing Guide
66
+ Server Node Graph (Graph A)
67
+
68
+ Created Node Graph (Graph B)
69
+
70
+ In the Node Graph Management interface on the left (A), choose the type you want
71
+ to create: Entity Node Graph, Status Node Graph, Class Node Graph, or Item Node
72
+ Graph
73
+
74
+ In the menu on the right, Select [Create Node Graph]
75
+
76
+ Create via menu
77
+
78
+ Quick Creation by Connecting
79
+
80
+ Connection Details
81
+
82
+ Right-Click Menu Actions (Nodes)
83
+
84
+ Right-Click Menu Actions (Pins)
85
+
86
+ Node Graph Shortcut Menu Actions
87
+
88
+ Home
89
+ News
90
+ About Us
91
+ Careers
92
+ Business Affairs
93
+ Privacy Policy
94
+ Terms of Service
95
+ Help Center
96
+ General Guide
97
+ Tutorial
98
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Item
5
+ I. Definition of Items
6
+ Items are virtual objects that players can obtain, use, or equip during gameplay. In
7
+ Miliastra Wonderland, items are categorized into multiple types and are managed
8
+ uniformly through the inventory
9
+ II. Item Classification
10
+ Items are categorized into Equipment, Materials, Consumables, and Very Special Items
11
+ III. Editing Items
12
+ In the item tab shown below, you can edit items
13
+ Click the "New Item" button and click Confirm in the Pop-Up to create a new item
14
+ template
15
+ Item Name: The name of the item displayed in the interface during gameplay
16
+ Item Icon: The icon displayed in the interface during gameplay
17
+ Configuration ID: The unique identifier of the item template, which can be used in Node
18
+ Graphs
19
+ 1. Basic Settings
20
+ Basic settings primarily define an item's displayed information and how it appears in the
21
+ inventory
22
+ Rarity: Rarity determines the background color of the item icon, currently available in
23
+ gray, green, blue, purple, and orange
24
+ Stack Limit: The maximum number of items that can be stored in a single inventory slot
25
+ within the inventory
26
+ Associated Item Node Graph: When an item enters the character's inventory, the
27
+ related Node Graph will be attached to the character unit
28
+ Inventory Ownership Tab: Determines which tab the item will be sorted into when it
29
+ enters the inventory
30
+ Description: The item's description that will be displayed in the interface during
31
+ gameplay
32
+ Has Currency Value: Select "True" to relate a currency value to a single item, which
33
+ serves as a value anchor for transactions in the shop module
34
+ Display Currency Value: Enable this to display the currency value of the item in the
35
+ inventory
36
+ Currency Value: When the item has a currency value, clicking [Add Currency Value]
37
+ allows you to configure the specific amount
38
+ 2. Drop Settings
39
+ Items can drop into the scene from the inventory in multiple ways, including when the
40
+ owner is defeated or through Node Graph triggers. The drop settings section defines the
41
+ specific logic executed when a drop event occurs
42
+ Destruction Debris: The process executed when the item owner is defeated
43
+ Loot: When the owner is defeated, items are converted into loot entities and
44
+ created in the scene
45
+ Destroy: When the owner is defeated, the items are destroyed
46
+ Save: When the owner is defeated, items are saved in the inventory. This setting is
47
+ only meaningful when the owner is a character. For other types of entities, the logic is
48
+ the same as Destroy
49
+ Loot Drop Mechanics: Divided into Shared Reward and Individualized Reward
50
+ Shared Reward: All players share the same loot. Once one player picks it up, other
51
+ players cannot pick it up
52
+ Individualized Reward: Each player will receive their own independent copy of the
53
+ dropped item, and players' pickup actions do not affect each other
54
+ Corresponding Loot Appearance: Configure a loot prefab, which is a physical entity
55
+ component. When the virtual item is created in the scene, it will be displayed using the
56
+ corresponding loot model
57
+ 3. Interaction Settings
58
+ Interaction settings define what players can do with an item in their inventory
59
+ Destructible: Whether players can destroy this item in their inventory through interface
60
+ actions
61
+ Tradable: Whether the item can be sold in the shop
62
+ Usable: Whether players can use an item through interface actions
63
+ Allow Bulk Use: Whether multiple items can be used in a single operation
64
+ Auto Use Upon Pickup: When set to "Yes", the item will be automatically used
65
+ upon acquisition
66
+ Cooldown (s): After using the item, it will enter cooldown and cannot be used again
67
+ during this period
68
+ Group Cooldown (s): When this item enters cooldown, all items related with the
69
+ Linked Cooldown Group will enter cooldown simultaneously, with a duration equal to this
70
+ value
71
+ Linked Cooldown Group: Configure a list of items that defines all items within the
72
+ cooldown group
73
+ Equipment
74
+ Concept Introduction
75
+ Advanced Concepts
76
+ Resource System
77
+ Item
78
+ Home
79
+ News
80
+ About Us
81
+ Careers
82
+ Business Affairs
83
+ Privacy Policy
84
+ Terms of Service
85
+ Help Center
86
+ General Guide
87
+ Tutorial
88
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Local Projectiles
4
+ 1. Definition of Local Projectiles
5
+ Local projectiles are entities that are computed and rendered locally to simulate
6
+ projectile effects and on-hit effects
7
+ II. Characteristics of Local Projectiles
8
+ Local projectiles need to be predefined during editing before they can be referenced
9
+ and created by skill node graphs. For skill-related information, please refer to Skills
10
+ During runtime, local projectile entities depend on the projectile motion device to
11
+ determine their runtime rules, and rely on on-hit detection to determine their collision
12
+ trigger rules and effects.
13
+ When a local projectile entity runs, it follows the configuration set in its "Life Cycle"
14
+ III. Editing the Local Projectile
15
+ 1. Create Local Projectiles
16
+ After entering the combat preset tab, you can select the local projectile tab, manage
17
+ tabs as needed, and create corresponding local projectiles within the tab
18
+ Click "Confirm Create" to create a new local projectile
19
+ 2. Naming and Indexing
20
+ Each predefined local projectile name must be globally unique and a globally unique
21
+ prefab ID will be automatically generated.
22
+ 3. Base Attributes
23
+ The first column is for the Base Attribute
24
+ (1) Basic Settings
25
+ The model configuration used by the local projectile during runtime. Selectable models
26
+ are sourced from the projectile model library provided by the editor.
27
+ Supports adjusting the scaling along the X, Y, and Z axes. The zooming values are
28
+ preserved after switching models
29
+ (2) Combat Parameters
30
+ Configuration
31
+ Parameters
32
+ Description
33
+ Attribute Settings
34
+ Provides 2 enumeration options, Inherited from Creator and In
35
+ parameters below will differ based on the option selected
36
+ Inherited from Creator by default
37
+ Inherited from Creator: HP, ATK, and DEF are identical to the
38
+ Independent: Configure HP, ATK, and DEF as needed
39
+ Corresponding parameters below will differ based on the optio
40
+ Whether Subsequent
41
+ Settings Are
42
+ Influenced by the
43
+ Creator
44
+ If enabled, certain unit status effects on the creator will be syn
45
+ Only status effects that affect HP, ATK, and DEF will be synch
46
+ (3) Life Cycle Settings
47
+ Configuration
48
+ Parameters
49
+ Description
50
+ Permanent Duration
51
+ If not enabled, you need to specify the duration time
52
+ Duration
53
+ The maximum time from initialization to destruction of this local
54
+ influencing factors
55
+ X/Z Axis Destruction
56
+ Distance
57
+ Except for Ability Units, this is the highest priority condition for d
58
+ during runtime
59
+ Local projectiles will self-destruct when exceeding the maximum
60
+ runtime
61
+ Y-Axis Destruction
62
+ Distance
63
+ (4) End of Life Cycle Behavior Settings
64
+ When a local projectile's life cycle ends, it will execute the configured ability units in
65
+ order from top to bottom.
66
+ The ability units referenced here are those defined within the local projectile's ability unit
67
+ settings.
68
+ 4. Common Components
69
+ The second column is for common components
70
+ (1) VFX Playing Component
71
+ For details, please see VFX Playing
72
+ (2) Projectile Motion Device Components
73
+ For details, please see Projectile Motion Device
74
+ (3) On-Hit Detection Components
75
+ For details, please see On-Hit Detection
76
+ 5. Ability Units
77
+ The third column is for the ability units
78
+ Local projectiles can reference ability units, which require predefined editing. For details,
79
+ please see Ability Units
80
+ Ability units can be adjusted through "Advanced Editing"
81
+ In the On-Hit Detection component, predefined ability units can be referenced and
82
+ executed once hit detection is triggered
83
+ Objects
84
+ Stage
85
+ Concept Introduction
86
+ Units
87
+ Local Projectiles
88
+ Home
89
+ News
90
+ About Us
91
+ Careers
92
+ Business Affairs
93
+ Privacy Policy
94
+ Terms of Service
95
+ Help Center
96
+ General Guide
97
+ Tutorial
98
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Player
4
+ I. The Concept of Player
5
+ Player is a special abstract entity type used to describe the "Character Ownership
6
+ Concept" in the game, such as:
7
+ In Teyvat, multiple characters can be added to the player's team.
8
+ In Beyond Mode, each player corresponds to only one character.
9
+ II. Player Configuration
10
+ You can reference player-specific configurations through the player template. The entry
11
+ point for template configuration is shown below:
12
+ Click New Template to create a new player template
13
+ 1. Basic Information
14
+ Basic Information Tab: Configure all available player basic information
15
+ Effective Target: Determines which players this template applies to
16
+ Level: Override the initial level of the class
17
+ Spawn Point: List of available spawn points for players, see preset points
18
+ documentation Preset Points
19
+ Initial Class: The initial class for this player template, see class definitions in the Class
20
+ document Class
21
+ Revive: The revival rules that apply to the player, see the Revival Rules document Reviv
22
+ e
23
+ Special Knockdown Damage: The percentage of HP deducted when a character is
24
+ defeated due to special circumstances such as drowning or falling damage
25
+ 2. Components
26
+ Components Tab: Add or view components attached to the player entity
27
+ Overview of Available Components for Player Entity
28
+ Custom Variables
29
+ Global Timer
30
+ Unit Status
31
+ 3. Node Graph
32
+ Node Graph Configuration Tab: Add or view node graphs attached to the player entity
33
+ III. Runtime Characteristics
34
+ 1. Non-Physical Entity
35
+ The player entity is a pure logical entity
36
+ 2. No Placement Information
37
+ Player entities are not directly placed in the scene, therefore there is no placement
38
+ information
39
+ 3. Life Cycle
40
+ The player entity is created during stage initialization and removed when the stage is
41
+ destroyed
42
+ When the user actively exits and returns to the lobby, the player entity will be removed
43
+ Character
44
+ Concept Introduction
45
+ Units
46
+ Player
47
+ Home
48
+ News
49
+ About Us
50
+ Careers
51
+ Business Affairs
52
+ Privacy Policy
53
+ Terms of Service
54
+ Help Center
55
+ General Guide
56
+ Tutorial
57
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Unit Status
5
+ 1. Unit Status Component Functions
6
+ The Unit Status Component is a component used to configure the default Unit Status
7
+ possessed when an entity is created
8
+ For example: Configuring the default [Increase Movement SPD] unit status on a
9
+ character entity will increase their Movement SPD upon creation; configuring the default
10
+ [Mount Special Effects] unit status on a mechanism will make it display certain looping
11
+ effects upon creation
12
+ Multiple unit status can take effect simultaneously on the unit status component
13
+ II. Editing Unit Status Components
14
+ Step 1: Add Unit Status Component
15
+ 1. Switch to the entity or prefab component tab
16
+ 2. Find or add a unit status component
17
+ The unit status component is a default mounted component for all units (i.e., it will be
18
+ mounted by default when the entity is created). Therefore, for newly created entities or
19
+ prefabs, you can find the unit status component directly in the Components tab
20
+ If it doesn't exist, you can add a unit status component through the Add Common
21
+ Component button
22
+ Step 2: Add Unit Status
23
+ On the details page of unit status, you can click [Select Status] to add a new unit status
24
+ configuration
25
+ In the pop-up tab, you can view some preset unit statuses as well as unit status
26
+ configured by creators (Craftspeople)
27
+ Step 3: Configure Default Unit Status
28
+ After selecting a specific status, you can configure the default unit status and set its
29
+ initial layer
30
+ Follow Motion Device
31
+ VFX Playing
32
+ Concept Introduction
33
+ Functions
34
+ Common Components
35
+ Unit Status
36
+ Home
37
+ News
38
+ About Us
39
+ Careers
40
+ Business Affairs
41
+ Privacy Policy
42
+ Terms of Service
43
+ Help Center
44
+ General Guide
45
+ Tutorial
46
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ Concept Introduction
2
+ This directory explains the various basic concepts that creators (Craftspeople) might
3
+ encounter when editing their own stages, as well as introduces their specific uses and
4
+ configuration methods.
5
+ Interface Guide
6
+ Node Introduction
7
+ Concept Introduction
8
+ Home
9
+ News
10
+ About Us
11
+ Careers
12
+ Business Affairs
13
+ Privacy Policy
14
+ Terms of Service
15
+ Help Center
16
+ General Guide
17
+ Tutorial
18
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Environment Configuration
4
+ I. Definition of Environment Configuration
5
+ Environment Configuration includes a series of environment-related parameters that
6
+ enrich how elements in the Scene are presented
7
+ Environment Configurations must be predefined and applied to each player's client
8
+ II. Editing Environment Configuration
9
+ Switch to the Terrain Editing tab to select Environment Configurations on the left.
10
+ Click [New Environment] and [Confirm Create] to create a new Environment
11
+ Configuration
12
+ 1. Background Settings
13
+ Choose a background preset to determine the Scene's overall style
14
+ Auto switch with time: When enabled, the sun and moon, lighting angles, and intensity
15
+ in the scene change over time. Define the starting time and in-game time flow rate in
16
+ Stage Settings, or adjust them via the Node Graph.
17
+ If Auto switch with time is disabled, additional parameters must be configured:
18
+ Set Time Point: Fixes the Scene presentation to a specific time point.
19
+ Background Rotation: Adjusts the background's rotation angle along the Y-axis
20
+ Direct angle, intensity, blur, light color: Adjust parameters of the primary directional
21
+ light source
22
+ Filter Style: Applies a filter effect to the camera layer
23
+ Sky Background Color: Background color of the skybox
24
+ 2. Environmental Elements
25
+ Stars: When enabled, density and intensity can be adjusted
26
+ Galaxy: When enabled, intensity and light color can be adjusted
27
+ Clouds: When enabled, intensity and the toggle for high, medium, and low-level clouds
28
+ can be adjusted
29
+ 3. Light Source List
30
+ The light sources bound to this Environment Configuration are activated together with
31
+ the Configuration.
32
+ (1) Light Source Configuration Entry Point
33
+ (2) Light Source Configuration
34
+ Light Source Parameter Settings:
35
+ Source File: Indicates which Environment Configurations reference this light source
36
+ Location, Rotation: Controls its Location and Rotation in the Scene.
37
+ Light Source Type: Currently supports Point Light and Spotlight.
38
+ Color: Sets the color shown on illuminated models
39
+ Radius: Illumination radius
40
+ Intensity: Degree of color or brightness change on the illuminated model
41
+ Effective Range: The light source is loaded only when a character enters this range.
42
+ Used for performance optimization.
43
+ 4. Weather
44
+ Multiple Weather configurations can be set within a single Environment Configuration
45
+ and enabled together with it
46
+ Weather Type: Fog
47
+ Distance Fog Settings: Based on Camera Location, creates a fog effect that occludes
48
+ distant models and the skybox.
49
+ High Fog Settings: Based on Scene height, creates a fog effect that occludes distant
50
+ models and the skybox.
51
+ III. Using Environment Configuration
52
+ The initial player list for the environment configuration can be configured
53
+ Also switch via the Node Graph
54
+ IV. Environment Time
55
+ Define the starting time and in-game time flow rate in Stage Settings, or adjust them via
56
+ the Node Graph.
57
+ The environment time can also be adjusted through nodes:
58
+ The Environment Time is a globally unique running value. Regardless of the
59
+ Environment Configuration applied by each player, the server continuously advances
60
+ Environment Time. The visual effects of time changes are visible only when an active
61
+ Environment Configuration has Auto switch with time enabled
62
+ Background Music
63
+ Prefab Group
64
+ Concept Introduction
65
+ Other Concepts
66
+ Environment Configuration
67
+ Click "Add Light Source" > "Open Light Source Manager" to access the Light
68
+ Source Management Tool
69
+
70
+ Click the system menu in the top left corner, then click Manage Light Source] to
71
+ open the Light Source Management Tool
72
+
73
+ Home
74
+ News
75
+ About Us
76
+ Careers
77
+ Business Affairs
78
+ Privacy Policy
79
+ Terms of Service
80
+ Help Center
81
+ General Guide
82
+ Tutorial
83
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Special Effects
4
+ I. Definition of Special Effects
5
+ Special effects are art assets that can be used to enhance visual effects during
6
+ gameplay.
7
+ Special effects must be attached to an entity, with each effect having a designated
8
+ mount entity.
9
+ When a special effect plays, it uses the entity's Attachment Point as its origin and
10
+ follows that point's position at runtime.
11
+ Referencing a special effect requires a VFX Player component. VFX Playing .
12
+ II. Classification of Special Effects
13
+ Based on the playback duration of special effect assets, timed effects pools and looping
14
+ effects pools are provided
15
+ 1. Timed Effects
16
+ Timed special effects have an effective duration.
17
+ Timed effects will only play once when triggered, and will not repeat.
18
+ 2. Looping Effects
19
+ Looping effects have no fixed duration and continue playing until stopped or removed.
20
+ III. Using Special Effects
21
+ 1. Component Mounting
22
+ Supports mounting effects via the VFX Playing Component during prefab/entity
23
+ editing. These effects are created alongside the entity
24
+ For editing details, please refer to VFX Playing for use.
25
+ 2. Usage in Node Graphs
26
+ Supports creating and deleting special effect assets via effect-related nodes in the
27
+ node graph.
28
+ Different reference special effect asset nodes are provided for different special
29
+ effect types.
30
+ Effects from the timed effect pool can be referenced by selecting entities with the
31
+ "VFX Playing Component" and configuring Attachment Points.
32
+ If the Attachment Point is incorrect, the special effect will not play
33
+ If no Attachment Point is specified, it defaults to the GI_RootNode
34
+ Effects from the looping effects pool can be referenced by selecting entities with the
35
+ "VFX Playing Component" and configuring Attachment Points.
36
+ If the Attachment Point is incorrect, the special effect will not play
37
+ If no Attachment Point is specified, it defaults to the GI_RootNode
38
+ Looping effects created by the "Mount Looping Special Effect" node can be cleared
39
+ using this node
40
+ Clear the specified special effect assets from the selected runtime entity
41
+ Click the
42
+ icon to view all special effect enumerations and select the
43
+ specified special effect asset
44
+ Preset Status
45
+ Concept Introduction
46
+ Assets
47
+ Special Effects
48
+ Play Timed Effects
49
+
50
+ Mount Looping Special Effect
51
+
52
+ Clear Looping Special Effect
53
+
54
+ Clear Special Effects Based on Special Effect Assets
55
+
56
+ Home
57
+ News
58
+ About Us
59
+ Careers
60
+ Business Affairs
61
+ Privacy Policy
62
+ Terms of Service
63
+ Help Center
64
+ General Guide
65
+ Tutorial
66
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Factions
5
+ In order to create competitive gameplay, entities are divided into different groups where
6
+ players belonging to the same group share the same game objectives. This group is
7
+ called a faction
8
+ In team-based competitive games, factions can serve as criteria for settlement
9
+ objectives or score calculation
10
+ I. Global Definition of Factions
11
+ Before selecting a faction in Basic Info, you need to first define the required factions in
12
+ the faction tab of the stage settings
13
+ Faction Name: The name given to this faction
14
+ Default Faction Unit: New players/objects/creations will be categorized into the
15
+ corresponding default faction
16
+ Players Included: A list of players representing who initially belong to this faction
17
+ Entities Included: A list of objects and creations that initially belong to this faction
18
+ II. Faction Relations
19
+ Between any two factions, there must exist two types of relationships: Hostile and
20
+ Friendly, which can be configured through the Faction Relations in the stage settings
21
+ Note that faction relations are one-way. Faction 1 may be hostile towards Faction 2, but
22
+ Faction 2 isn't necessarily hostile towards Faction 1. There could be situations where
23
+ Faction 2 is friendly towards Faction 1, in which case only entities from Faction 1 can
24
+ attack Faction 2, while entities from Faction 2 cannot attack Faction 1
25
+ For example, as shown in the graph: The initial player faction is hostile towards both the
26
+ initial object faction and initial creation faction, therefore they can directly attack entities
27
+ (characters, creations or objects) belonging to these two factions
28
+ In other systems, faction-related settings work according to the faction relations defined
29
+ in the stage configuration. For example, the ability unit in the graph below will correctly
30
+ target enemies from hostile factions
31
+ III. Default Faction Configuration
32
+ Each faction can be configured with a default faction unit. When an entity of this object
33
+ type (such as players and objects shown in the image) is created with a default faction
34
+ (faction value of 0), it will be assigned to the default faction for that entity type
35
+ For example, in the graph above, if no faction is overridden for this Stone Ball prefab
36
+ when it is created, it will be created with [Initial Object Faction] (because the default
37
+ faction for objects is Initial Object Faction)
38
+ IV. Using Node Graph to Control Player Factions
39
+ Entity Faction Change Events
40
+ Modify Entity Faction
41
+ Query Entity Faction
42
+ Model
43
+ Unit Tag
44
+ Concept Introduction
45
+ Functions
46
+ Basic Information
47
+ Factions
48
+ Home
49
+ News
50
+ About Us
51
+ Careers
52
+ Business Affairs
53
+ Privacy Policy
54
+ Terms of Service
55
+ Help Center
56
+ General Guide
57
+ Tutorial
58
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Flow Control Node
4
+ I. General
5
+ 1. Multiple Branches
6
+ Node Functions
7
+ Accepts one input parameter as the control expression (supports Integer or String).
8
+ Branches into multiple paths based on its value
9
+ When the value on an Output Pin equals the control expression, execution continues
10
+ along that Output Pin. If no pin matches, the [Default] pin is taken
11
+ Node Parameters
12
+ Paramete
13
+ r Type
14
+ Parameter Name
15
+ Type
16
+ Description
17
+ Input
18
+ Parameter
19
+ Control Expression
20
+ Generic
21
+ Only supports Intege
22
+ 2. Double Branch
23
+ Node Functions
24
+ Branches into True or False based on the evaluated condition
25
+ When the Boolean is True, the [True] execution flow runs; when it is False, the [False]
26
+ execution flow runs
27
+ Node Parameters
28
+ Paramete
29
+ r Type
30
+ Parameter Name
31
+ Type
32
+ Description
33
+ Input
34
+ Parameter
35
+ Condition
36
+ Boolean
37
+ Event Nodes
38
+ Query Nodes
39
+ Node Introduction
40
+ Server Nodes
41
+ Flow Control Node
42
+ Home
43
+ News
44
+ About Us
45
+ Careers
46
+ Business Affairs
47
+ Privacy Policy
48
+ Terms of Service
49
+ Help Center
50
+ General Guide
51
+ Tutorial
52
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Common Components
4
+ Components are functions that can be added to entities.
5
+ After adding components to an entity, the entity can use the corresponding functions,
6
+ and you can modify the component's data and logic through the node graph.
7
+ Common components can be freely added and deleted on prefabs or entities.
8
+ Some units will come with their commonly used components by default.
9
+ I. Editing Common Components
10
+ After selecting a prefab or entity, you can view the configured components or add and
11
+ delete components in the Common Components tab on the right
12
+ II. Component Life Cycle
13
+ Components can only be added to or removed from prefabs and entities during editing,
14
+ and cannot be dynamically added or removed during gameplay. Some components can
15
+ be enabled or disabled through node graphs
16
+ When an entity exists in the scene, its component functions will remain active until the
17
+ entity is destroyed or removed
18
+ Specialized Settings
19
+ Node Graphs
20
+ Concept Introduction
21
+ Functions
22
+ Common Components
23
+ Home
24
+ News
25
+ About Us
26
+ Careers
27
+ Business Affairs
28
+ Privacy Policy
29
+ Terms of Service
30
+ Help Center
31
+ General Guide
32
+ Tutorial
33
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Pop-Up UI Controls
5
+ I. Pop-Up Functions
6
+ An interface that appears while running a stage due to logic triggers. It is used to
7
+ provide information, hints, options, or interactions for players.
8
+ II. Editing Pop-Up Window
9
+ Title
10
+ Text shown in the title area (see the graph)
11
+ Text Content
12
+ Text in this area (see the graph) is the same as the content in the text box, supporting
13
+ the insertion of custom variables for players and stages
14
+ During stage runtime, the displayed text updates in real time as custom variables change
15
+ Text Box UI Controls
16
+ Progress Bar UI Controls
17
+ Concept Introduction
18
+ Assets
19
+ UI Controls
20
+ Pop-Up UI Controls
21
+ Home
22
+ News
23
+ About Us
24
+ Careers
25
+ Business Affairs
26
+ Privacy Policy
27
+ Terms of Service
28
+ Help Center
29
+ General Guide
30
+ Tutorial
31
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Scoreboard UI Controls
5
+ I. Scoreboard Functions
6
+ Displays the player's custom variables during stage runtime and ranks them accordingly
7
+ II. Editing the Scoreboard
8
+ Configuration Parameters
9
+ Description
10
+ Sort
11
+ Provide ascending and
12
+ descending order for values
13
+ Type
14
+ The selection of self, faction,
15
+ or type will affect the
16
+ configuration content of the
17
+ remaining parameters
18
+ III. Types of Scoreboard
19
+ Type
20
+ Scoreboard Style
21
+ Style Settings
22
+ Self
23
+ Faction
24
+ Timer UI Controls
25
+ Deck Selector UI Controls
26
+ Concept Introduction
27
+ Assets
28
+ UI Controls
29
+ Scoreboard UI Controls
30
+ Home
31
+ News
32
+ About Us
33
+ Careers
34
+ Business Affairs
35
+ Privacy Policy
36
+ Terms of Service
37
+ Help Center
38
+ General Guide
39
+ Tutorial
40
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ UI Control Groups Management
4
+ UI Control Groups Management provides unified management of Interface Layouts and
5
+ UI Control Groups.
6
+ I. Entry Point
7
+ Click the System menu in the upper left corner and select [Manage UI Control Groups]
8
+ to open the management interface
9
+ It is divided into the Menu Bar, Library Window, Details Window, Preview Window,
10
+ Editing Button Area, and Parameter Configuration Window
11
+ II. UI Layout Management Tool
12
+ 1. Interface Layout
13
+ By default, it includes the "Default Layout" interface, which contains the essential UI
14
+ Control Groups for Stage execution
15
+ The Interface Layout Library cannot be empty; it must contain at least one Interface
16
+ Layout
17
+ When switching between Interface Layouts, you can view the changes simultaneously in
18
+ the Layout Preview Window
19
+ Right-click to copy, paste, or rename
20
+ 2. Interface Layout Details
21
+ The currently selected Interface Layout lists its contents, enumerated based on UI
22
+ Control Groups.
23
+ You can add UI Control Groups to the current Interface Layout through [Add UI
24
+ Control]
25
+ (1) Inherent Content
26
+ This category includes UI Control Groups that are essential for processes and functions.
27
+ When managed through the Node Graph, only the display state can be modified;
28
+ removal is not supported.
29
+ Position and size cannot be adjusted. Takes effect by default and cannot be changed.
30
+ Configuration
31
+ Parameters
32
+ Description
33
+ Index
34
+ Unique identifier for the current UI Control Group/UI Control
35
+ Initially Visible
36
+ Whether this UI Control Group is visible when the Stage runs and this
37
+ Interface Layout takes effect
38
+ (2) Custom
39
+ Custom or prefabricated UI Controls added through [Add UI Control] belong to this
40
+ category
41
+ When managed through the Node Graph, only display states can be modified; removal
42
+ is not supported
43
+ Position and size can be adjusted. Takes effect by default and cannot be changed.
44
+ Configuration
45
+ Parameters
46
+ Description
47
+ Index
48
+ Unique identifier for the current UI Control Group/UI Control
49
+ Initially Visible
50
+ Controls whether this UI Control Group is visible when the Interface L
51
+ takes effect
52
+ Text Box
53
+ Settings
54
+ Configure the color, font size, and content of the text box
55
+ 3. Interface Layout Preview Window
56
+ Preview the basic visual effects of the Interface Layout being edited
57
+ You can adjust devices for comparison
58
+ 4. Parameter Configuration Window
59
+ The default application configuration for the current Interface Layout, which serves as
60
+ the default Interface after a Player runs the Stage
61
+ [Open Player Editor] will transit to the Class configuration interface, where you can
62
+ configure its default Interface Layout
63
+ III. UI Control Groups Management Tool
64
+ 1. UI Control Group Custom Templates
65
+ UI Control Groups saved as Custom Templates are enumerated here
66
+ Right-click to perform operations on the selected custom template
67
+ Rename the custom template for UI Control Group
68
+ Delete Selected Template
69
+ Delete the template. If there are references, all references (Interface Layouts and UI
70
+ Control Group Details) will be deleted together.
71
+ UI Control Group Details Window After saving the UI Control Group being edited as a
72
+ custom template, it will appear in the UI Control Group Library
73
+ When a custom template in the UI Control Group Library is selected
74
+ 2. UI Control Group Details
75
+ Display enumeration of UI Control Groups being edited
76
+ Only UI Control Groups within this window can be edited
77
+ Template references in this interface support modifying and saving by overwriting the
78
+ template
79
+ Use [Add UI Control Template] to create a UI Control Group based on the prefabricated
80
+ UI control assets
81
+ (1) UI Control Group
82
+ (2) UI Control Group Preview Window.
83
+ 3. Editing Button Area
84
+ The interaction below the preview window only affects the UI Control Group being edited
85
+ (1) UI Control Group — Multiple UI Controls
86
+ Configuration
87
+ Parameters
88
+ Description
89
+ Create
90
+ Combination
91
+ Packages the selected UI Controls into a combination
92
+ Delete multiple selected UI Control Groups
93
+ Configuration
94
+ Parameters
95
+ Description
96
+ Disband
97
+ Combination
98
+ Split the group into individual UI Control Groups and delete the combi
99
+ Delete this UI Control Group
100
+ Save Changes
101
+ If the group content is modified, you will be prompted to save and ove
102
+ Save as
103
+ Template
104
+ Save the current data as a new UI Control Group template
105
+ (2) UI Control Group — Single UI Control
106
+ Configuration
107
+ Parameters
108
+ Description
109
+ Delete this UI Control Group
110
+ Save Changes
111
+ If the UI Control Group on this Interface changes, you will be prompte
112
+ (overwrite)
113
+ Save as
114
+ Template
115
+ Save the current data as a new UI Control Group template
116
+ 4. Parameter Configuration Window
117
+ (1) UI Control Group — Multiple UI Controls
118
+ Configuration
119
+ Parameters
120
+ Description
121
+ Initially Visible
122
+ Default display state when the UI Control Group template is activated
123
+ Location
124
+ Location on the Interface Layout
125
+ Size
126
+ Not editable. Represents the maximum bounds of the UI Control Grou
127
+ Layer
128
+ Represents the display layer of the UI Control Group
129
+ (2) UI Control Group — Single UI Control
130
+ Configuration
131
+ Parameters
132
+ Description
133
+ Initially Visible
134
+ Default display state when the UI Control Group template is activated
135
+ Location
136
+ Location on the Interface Layout
137
+ Size
138
+ Not editable. Represents the maximum bounds of the UI Control Grou
139
+ Layer
140
+ Represents the display layer of the UI Control Group
141
+ Main Camera
142
+ Concept Introduction
143
+ Advanced Concepts
144
+ UI Control Groups Management
145
+ Rename
146
+
147
+ Delete Template
148
+
149
+ If there is no reference to a custom template in the UI Control Group Details,
150
+ clicking a target in the library will create a reference in UI Control Group Details
151
+ and select it by default for editing. After editing, you can overwrite the template
152
+ content or save it as a new template.
153
+
154
+ If a reference to this template already exists in UI Control Group Details, a single
155
+ click selects the corresponding reference in "UI Control Group Details" for
156
+ overwriting and modifying the template content.
157
+
158
+ Select multiple UI Controls/UI Control Groups using the mouse or by holding Shift.
159
+
160
+ Right-click [Create Combination], or click [Create Combination] in the Editing Button
161
+ Area to generate a UI control group composite and create an Index.
162
+
163
+ An individual UI Control can also be directly [Saved] to generate a UI Control
164
+ Group and generate an index.
165
+
166
+ Preview the basic effects of the UI Control Group being edited.
167
+
168
+ You can adjust devices for comparison
169
+
170
+ Home
171
+ News
172
+ About Us
173
+ Careers
174
+ Business Affairs
175
+ Privacy Policy
176
+ Terms of Service
177
+ Help Center
178
+ General Guide
179
+ Tutorial
180
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ Combat Preset
3
+ I. Edit Module Switch
4
+ Use the left sidebar to switch Edit Modules, listed from top to bottom as:
5
+ II. Create and Save
6
+ Use the New button in the Assets Bar to create content for the currently selected Edit
7
+ Module.
8
+ Changes made in the Character and Class Editing module are saved automatically.
9
+ Changes to Unit Statuses, Skills, Local Projectiles, and Items must be saved manually.
10
+ A yellow exclamation mark in the Assets Bar (as shown in the image) indicates unsaved
11
+ content. Use the Save button at the bottom (as shown) to save or save as new content.
12
+ III. Switch Gender
13
+ Use the gender toggle at the bottom to switch the model's gender in the Miliastra
14
+ Sandbox.
15
+ IV. Reset Camera
16
+ In the Combat Preset module, right-click an empty area of the scene to open the Reset
17
+ Camera option. Selecting it returns the Camera to its initial state
18
+ Prefab Library
19
+ Stage Settings
20
+ Interface Guide
21
+ Combat Preset
22
+ Player and Class Editor: Player Character Classes
23
+
24
+ Unit Status Editor: Unit Status
25
+
26
+ Skill Editor: Skill
27
+
28
+ Local Projectile Editor: Local Projectile
29
+
30
+ Item Editor: Items
31
+
32
+ Home
33
+ News
34
+ About Us
35
+ Careers
36
+ Business Affairs
37
+ Privacy Policy
38
+ Terms of Service
39
+ Help Center
40
+ General Guide
41
+ Tutorial
42
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ Advanced Concepts
3
+ When certain data must be pre-defined at the global level of a stage in order to be
4
+ accessed and utilized by multiple units or modules, it is referred to as an "advanced
5
+ concept."
6
+ Assets
7
+ Other Concepts
8
+ Concept Introduction
9
+ Advanced Concepts
10
+ Home
11
+ News
12
+ About Us
13
+ Careers
14
+ Business Affairs
15
+ Privacy Policy
16
+ Terms of Service
17
+ Help Center
18
+ General Guide
19
+ Tutorial
20
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ /
4
+ Rank
5
+ I. Rank Functions
6
+ The Rank Function allows creators (Craftspeople) to define player rank points within a
7
+ stage. During stage settlement, players will receive different rank points based on
8
+ different settlement status. The points for each state can be customized by the creator
9
+ (Craftsperson).
10
+ When other players browse the stage information in the main hall, they can see
11
+ recorded ranking information, as shown in the graph below:
12
+ At the end of the match, players' rank points will be calculated accordingly
13
+ II. Editing Score Groups
14
+ Click [Manage Peripheral System] in the System menu to enter the Peripheral System
15
+ Settings interface
16
+ In the Peripheral System Settings interface, go to the Rank tab to configure Rankings-
17
+ related settings
18
+ Rank points are modified through preset score group templates, with each player in the
19
+ match using one score group template. Click the "New Scoring Group" button in the
20
+ bottom right to create a new score group template
21
+ Enable competitive ranking?: Choose to enable either the Leaderboard or Rank Function
22
+ Enable in-room score calculation: Whether to allow rank points adjustments when
23
+ players play this stage through room teams instead of matchmaking
24
+ Craftsperson's Message: Allows creators (Craftspeople) to write detailed Rank Points
25
+ Scoring Rules that will be displayed in the stage information interface outside of matches
26
+ Score Group Settings: Specific point value settings for each score group template
27
+ Score Group Name: Can be customized, used by creators (Craftspeople) to
28
+ distinguish between different score groups
29
+ ID: The identifier for this score group, used to identify when modifying score group
30
+ data within a node graph
31
+ Victory Score: Rank points earned when a player settles with the victory state
32
+ Defeat Score: Rank points earned when a player settles with the defeat state
33
+ Undecided Score: Rank points awarded when a player completes a stage in the
34
+ undefined state
35
+ Escape Score: Rank points earned when a player settles with the escape state
36
+ Players Included: Which players this score group applies to
37
+ III. Rank Score Template Configuration
38
+ Suggestions
39
+ It is recommended to configure the scores according to the expected duration of the
40
+ gameplay and the actual playing experience, referring to the following score table.
41
+ Expected Gameplay
42
+ Duration (minutes)
43
+ Victory
44
+ Defeat
45
+ 0-2
46
+ 20
47
+ -5
48
+ 2-4
49
+ 40
50
+ -10
51
+ 4-6
52
+ 60
53
+ -15
54
+ 6-8
55
+ 80
56
+ -20
57
+ 8-10
58
+ 100
59
+ -25
60
+ 10-15
61
+ 120
62
+ -30
63
+ 15-20
64
+ 140
65
+ -35
66
+ 20-30
67
+ 160
68
+ -40
69
+ 30-40
70
+ 180
71
+ -45
72
+ 40-999
73
+ 200
74
+ -50
75
+ IV. Special Situations for Rank Score Handling
76
+ 1. Fleeing Penalties in Special Circumstances
77
+ Players may flee for various reasons, such as a large number of teammates fleeing or
78
+ AFK, disconnection due to network issues, or the match becoming unplayable due to a
79
+ significant power imbalance in the later stages. Creators (Craftspeople) can handle
80
+ fleeing penalties based on the actual situation of the stage.
81
+ 2. Win Streak
82
+ When players achieve consecutive wins, they can be given additional score rewards
83
+ based on a certain percentage of their victory points.
84
+ 3. Consecutive Escapes
85
+ When players escape consecutively, additional penalties can be applied.
86
+ 4. Rank Protection
87
+ It is recommended to implement a rank protection mechanism. For example, if a player
88
+ reaches the Silver rank and losing points would cause them to drop to the Bronze rank,
89
+ they should be protected from dropping.
90
+ If any of the above special handling measures are implemented, it is suggested that
91
+ creators (Craftspeople) explain them in the rank-related announcements.
92
+ V. Node Graph Management of Score Group Data
93
+ Leaderboard
94
+ Achievements
95
+ Concept Introduction
96
+ Advanced Concepts
97
+ Peripheral System
98
+ Rank
99
+ Switch the scoring group that affects playher's competitive rank
100
+
101
+ Set Player Rank Score Change
102
+
103
+ Get Player Rank Score Change
104
+
105
+ Get Player Rank Info
106
+
107
+ Home
108
+ News
109
+ About Us
110
+ Careers
111
+ Business Affairs
112
+ Privacy Policy
113
+ Terms of Service
114
+ Help Center
115
+ General Guide
116
+ Tutorial
117
+ Copyright © COGNOSPHERE. All Rights Reserved.
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfc0lr1tcke.txt ADDED
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1
+ /
2
+ /
3
+ /
4
+ Scan Tag
5
+ I. What is the Scan Function
6
+ The scan function allows players to select an entity during gameplay by using the
7
+ camera.
8
+ The scanned target can be configured to display special effects, such as unique icons
9
+ or special effects.
10
+ In skill usage logic, scanned targets can also be retrieved via nodes from the relevant
11
+ node graph, allowing selection of specific skill targets.
12
+ Whether an entity can be scanned and its status display after being scanned can be
13
+ defined through scan tags and implemented through scan components to assign logic
14
+ to prefabs and entities.
15
+ II. Editing Scan Tags
16
+ A scan tag defines the filtering logic and display settings for a scannable object. It must
17
+ be defined globally in advance. Access the scan tag definition interface via "Scan Tag
18
+ Management" in the system menu
19
+ After entering the Scan Tag Definition interface, the editing interface will be divided into
20
+ three main sections:
21
+ 1. Scan Tag List
22
+ 2. Scan Tag Effect Preview
23
+ 3. Scan Tag Logic Configuration
24
+ 1. Scan Tag List
25
+ All defined scan tags can be found in this interface, making it convenient for creators
26
+ (Craftspeople) to filter and search globally
27
+ Click the "Create New Scan Tag Template" button to add a new scan tag
28
+ 2. Scan Tag Logic Configuration
29
+ The configuration section determines the rules by which prefabs and entities with this
30
+ tag will be scanned during gameplay, and their behaviors when scanned. It is divided
31
+ into two tabs: "Status Performance" and "Effective Conditions"
32
+ (1) Basic Definition
33
+ Scan Tag Name: The name of the scan tag, used for identification only
34
+ Configuration ID: Data type serves as the configuration ID, which is the unique identifier
35
+ of this scan tag, used to index this scan tag within the node graph
36
+ (2) Status Performance
37
+ Icon Settings: When a prefab or entity with this scan tag is selected by the scan logic, a
38
+ hint icon will appear. This section configures the related display properties of that icon
39
+ Select Icon: Configure an icon resource group corresponding to different selection
40
+ states. This field can be left empty, in which case no icon will be displayed. Up to two
41
+ icons can appear on-screen simultaneously
42
+ Attachment Point: The icon is displayed at the attachment point of the
43
+ corresponding entity's name
44
+ Offset: The offset position of the icon
45
+ Selection State: For a scannable entity, there are three selection states. The icon
46
+ display differs for each state
47
+ Active State: The state when currently selected by the scan function. Only one
48
+ entity can be in the active state at any given moment
49
+ Available State: The state when active state conditions are met but not yet
50
+ activated, usually due to the existence of other higher-priority targets that are already
51
+ active
52
+ Disabled State: The state when effective conditions are not yet met
53
+ The corresponding runtime behavior is illustrated in the graph below:
54
+ Special Effects Settings
55
+ Activated Status Effects: Effect configuration that will be applied when an entity carrying
56
+ the scan tag component is in the active state
57
+ VFX Assets: Creators (Craftspeople) can select a suitable special effect asset here
58
+ to apply as the effect
59
+ Attachment Point: The effect is applied at the corresponding unit's attachment point
60
+ and automatically follows its position and rotation
61
+ Zoom Factor: The actual scale at which the effect asset is played
62
+ Offset: Additional offset based on the above attachment point position
63
+ Rotation: Additional rotation applied relative to the attachment point above
64
+ Available Status Effects: Effect setting that will be applied when an entity carrying the
65
+ scan component is in the available state
66
+ The configurable parameters are consistent with the activated status effects
67
+ Disable Status Effects: Effect configuration that will be applied when an entity carrying
68
+ the scan component is in a disabled state
69
+ The configurable parameters are consistent with the activated status effects
70
+ (3) Effective Conditions
71
+ The effective conditions describe the conditions which must be met to put a scannable
72
+ entity into the available state
73
+ Local Filter: Boolean filter and integer filter can be selected
74
+ Filter Node Graph::Can be associated with a local filter node graph of the selected
75
+ type. If the return value of the local filter does not meet the conditions, the entity will not
76
+ participate in the state calculation and will be considered as a non-scannable object.
77
+ Obstacle Detection: Obstacle detection is used to verify line-of-sight between the local-
78
+ controlled character and scanned entities. It determines whether there are obstructions
79
+ between the character and the scanned object. When enabled, if the ray detection fails,
80
+ the entity will be disabled.
81
+ Obstacle Detection Point: The name of the unit attachment point on the scanned object.
82
+ This serves as the target point for ray detection
83
+ Ignore Water Surface: When enabled, if a water surface collider is detected between
84
+ the player and entity, it will be ignored and treated as if there is no obstruction
85
+ Distance Detection: Used to define the available range of a scannable entity. This
86
+ determines the distance within which the scannable object and local character are
87
+ available
88
+ Distance Detection Point: Distance detection evaluation is based on the position of the
89
+ configured unit attachment point
90
+ Detection Range: If the scanned entity is not within the configured range, it will be
91
+ disabled. The range can be previewed directly in the scene
92
+ Line of Sight Detection: Line of sight detection is used to determine whether there are
93
+ any obstacles between the local camera and the scanned object. When enabled, if the
94
+ ray detection fails, the entity will be disabled.
95
+ Line of Sight Detection Point: The unit attachment point on the scanned object used as
96
+ the target for ray detection
97
+ Ignore Water Surface: When enabled, if a water surface is detected between the local
98
+ camera and entity, it will be ignored and treated as if there is no obstruction
99
+ Ignore Obstacles: When enabled, line of sight detection ignores all obstacles
100
+ FOV Range Settings: Requires that the scanned entity must be within an elliptical area
101
+ at the center of the screen, otherwise the entity will be disabled
102
+ FOV Detection Point: Detection is based on the unit attachment point position as
103
+ set on the entity
104
+ Ellipse Horizontal Axis Ratio: The ratio of the ellipse's left and right borders relative
105
+ to the screen width
106
+ Ellipse Vertical Axis Ratio: The ratio of the ellipse's top and bottom borders to the
107
+ screen height
108
+ Click "Preview FOV" below to visually preview the effective range, as shown in the
109
+ following graph:
110
+ III. Editing Scan Tag Components
111
+ 1. Adding Components
112
+ (1) In the Entity or Prefab editing interface, open the Component Editing Tab
113
+ (2) Click "Add Components" below, then select and click "Scan Tag" to add it
114
+ 2. Scan Tag Component Settings
115
+ The scan tag component can be configured with multiple alternative scan tag templates,
116
+ but only one scan tag can take effect during gameplay. This can be dynamically
117
+ switched using node graphs
118
+ Initially Effective: Default active scan tag
119
+ Scan Tag List: All scan tags contained in this component
120
+ Click Advanced Editing to enter the editing interface
121
+ In this interface, click the Add button to add a new scan tag and set its scan tag
122
+ template reference
123
+ Scan Tag ID: Used as an identifier when switching node graphs dynamically
124
+ Initially Effective: Determines whether the scan tag is active initially. Only one scan tag
125
+ can be active at a time
126
+ Reference Scan Tag: Select and reference pre-defined global scan tags
127
+ IV. Scan Tag Filtering Logic
128
+ The previous section on Scan Tag Logic Configuration introduced under what conditions
129
+ a single scan object would be considered available. When multiple available scan
130
+ objects are present simultaneously, only one scan object will be set to the active state.
131
+ The filtering rules are defined by the class attribute "Scan Tag Recognition Rules"
132
+ For more class information, please check Classes
133
+ Scan Tag Recognition Rules: Rules for filtering active units from all available Scanned
134
+ Objects
135
+ Distance From Center of FOV: Scan tags closest to the center of the view are
136
+ prioritized for activation
137
+ Actual Position Distance: Gives priority to activating scan tags nearest to the player
138
+ character
139
+ V. Scan Tag Node Graph Nodes
140
+ Server Nodes
141
+ Client Node
142
+ Shop Component
143
+ Mini-Map Marker
144
+ Concept Introduction
145
+ Functions
146
+ Common Components
147
+ Scan Tag
148
+ Set Scan Tag Rules
149
+
150
+ Set Scan Component's Active Scan Tag ID
151
+
152
+ Get Current Active Scan Tag Config ID
153
+
154
+ Get All Valid Entities That Are Scannable by Scan Component
155
+
156
+ Get Entity Currently Scanned by Scan Component
157
+
158
+ Get Entity's Current Active Scan Tags
159
+
160
+ Get Entity's Scan Status
161
+
162
+ Home
163
+ News
164
+ About Us
165
+ Careers
166
+ Business Affairs
167
+ Privacy Policy
168
+ Terms of Service
169
+ Help Center
170
+ General Guide
171
+ Tutorial
172
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Operation Nodes
4
+ I. General
5
+ 1. Enumeration Match
6
+ Node Functions
7
+ After confirming the Enumeration type, determines whether the two input values are
8
+ equal
9
+ Node Parameters
10
+ Paramete
11
+ r Type
12
+ Parameter Name
13
+ Type
14
+ Description
15
+ Input
16
+ Parameter
17
+ Enumeration 1
18
+ Generic
19
+ Input
20
+ Parameter
21
+ Enumeration 2
22
+ Generic
23
+ Output
24
+ Parameter
25
+ Result
26
+ Boolean
27
+ Output True if equal,
28
+ 2. Equal
29
+ Node Functions
30
+ Determines whether two inputs are equal
31
+ Some Parameter Types have special comparison rules:
32
+ Floating Point Numbers: Floating Point Numbers are compared using approximate
33
+ equality. When the difference between two Floating Point Numbers is less than an
34
+ extremely small value, the two numbers are considered equal. For example: 2.0000001
35
+ and 2.0 are considered equal
36
+ 3D Vector: The x, y, and z components of a 3D Vector are compared using Floating
37
+ Point approximate equality
38
+ Node Parameters
39
+ Parameter Type
40
+ Parameter Name
41
+ Type
42
+ Input Parameter
43
+ Generic
44
+ Input Parameter
45
+ Generic
46
+ Output Parameter
47
+ Result
48
+ Boolean
49
+ 3. Data Type Conversion
50
+ Node Functions
51
+ Converts input parameter types to another type for output. For specific rules, see Basic
52
+ Concepts - [Conversion Rules Between Basic Data Types]
53
+ Node Parameters
54
+ Parameter Type
55
+ Parameter Name
56
+ Type
57
+ Input Parameter
58
+ Input
59
+ Generic
60
+ Output Parameter
61
+ Conversion Result
62
+ Generic
63
+ II. Math
64
+ 1. Split 3D Vector
65
+ Node Functions
66
+ Outputs the x, y, and z components of a 3D Vector as three Floating Point Numbers
67
+ Node Parameters
68
+ Parameter Type
69
+ Parameter Name
70
+ Type
71
+ Input Parameter
72
+ 3D Vector
73
+ 3D Vector
74
+ Output Parameter
75
+ X-Component
76
+ Floating Point Numb
77
+ Output Parameter
78
+ Y-Component
79
+ Floating Point Numb
80
+ Output Parameter
81
+ Z-Component
82
+ Floating Point Numb
83
+ 2. Orientation to Rotation
84
+ Node Functions
85
+ Converts a Direction Vector to Euler Angles
86
+ Node Parameters
87
+ Parameter Type
88
+ Parameter Name
89
+ Type
90
+ Input Parameter
91
+ Orientation
92
+ 3D Vector
93
+ Output Parameter
94
+ Rotate
95
+ 3D Vector
96
+ 3. Multiplication
97
+ Node Functions
98
+ Performs multiplication, supporting Floating Point and Integer multiplication
99
+ Node Parameters
100
+ Parameter Type
101
+ Parameter Name
102
+ Type
103
+ Input Parameter
104
+ Generic
105
+ Input Parameter
106
+ Generic
107
+ Output Parameter
108
+ Result
109
+ Generic
110
+ 4. Division
111
+ Node Functions
112
+ Performs division, supporting Floating Point division and Integer division. Integer division
113
+ returns the quotient result
114
+ The divisor should not be 0, otherwise it may return an illegal value
115
+ Node Parameters
116
+ Parameter Type
117
+ Parameter Name
118
+ Type
119
+ Input Parameter
120
+ Generic
121
+ Input Parameter
122
+ Generic
123
+ Output Parameter
124
+ Result
125
+ Generic
126
+ 5. Arccosine Function
127
+ Node Functions
128
+ Calculates the arccosine of the input and returns the value in radians
129
+ Node Parameters
130
+ Parameter Type
131
+ Parameter Name
132
+ Type
133
+ Input Parameter
134
+ Input
135
+ Floating Point Numb
136
+ Output Parameter
137
+ Radian
138
+ Floating Point Numb
139
+ 6. Arctangent Function
140
+ Node Functions
141
+ Calculates the arctangent of the input and returns the value in radians
142
+ Node Parameters
143
+ Parameter Type
144
+ Parameter Name
145
+ Type
146
+ Input Parameter
147
+ Input
148
+ Floating Point Numb
149
+ Output Parameter
150
+ Radian
151
+ Floating Point Numb
152
+ 7. Arcsine Function
153
+ Node Functions
154
+ Calculates the arcsine of the input and returns the value in radians
155
+ Node Parameters
156
+ Parameter Type
157
+ Parameter Name
158
+ Type
159
+ Input Parameter
160
+ Input
161
+ Floating Point Numb
162
+ Output Parameter
163
+ Radian
164
+ Floating Point Numb
165
+ 8. Direction Vector to Rotation
166
+ Node Functions
167
+ Converts the Forward Vector and Upward Vector to Euler Angles
168
+ Node Parameters
169
+ Parameter Type
170
+ Parameter Name
171
+ Type
172
+ Input Parameter
173
+ Forward Vector
174
+ 3D Vector
175
+ Input Parameter
176
+ Upward Vector
177
+ 3D Vector
178
+ Output Parameter
179
+ Rotate
180
+ 3D Vector
181
+ 9. Radians to Degrees
182
+ Node Functions
183
+ Converts radians to degrees
184
+ Node Parameters
185
+ Parameter Type
186
+ Parameter Name
187
+ Type
188
+ Input Parameter
189
+ Radian
190
+ Floating Point Numb
191
+ Output Parameter
192
+ Angle
193
+ Floating Point Numb
194
+ 10. Get Random Number
195
+ Node Functions
196
+ Returns a random number in [Lower Limit, Upper Limit] (inclusive)
197
+ Node Parameters
198
+ Parameter Type
199
+ Parameter Name
200
+ Type
201
+ Input Parameter
202
+ Lower Limit
203
+ Generic
204
+ Input Parameter
205
+ Upper Limit
206
+ Generic
207
+ Output Parameter
208
+ Random Number
209
+ Generic
210
+ 11. Addition
211
+ Node Functions
212
+ Adds two Floating Point Numbers or Integers
213
+ Node Parameters
214
+ Parameter Type
215
+ Parameter Name
216
+ Type
217
+ Input Parameter
218
+ Generic
219
+ Input Parameter
220
+ Generic
221
+ Output Parameter
222
+ Result
223
+ Generic
224
+ 12. Subtraction
225
+ Node Functions
226
+ Subtracts two Floating Point Numbers or Integers
227
+ Node Parameters
228
+ Parameter Type
229
+ Parameter Name
230
+ Type
231
+ Input Parameter
232
+ Generic
233
+ Input Parameter
234
+ Generic
235
+ Output Parameter
236
+ Result
237
+ Generic
238
+ 13. Degrees to Radians
239
+ Node Functions
240
+ Converts degrees to radians
241
+ Node Parameters
242
+ Parameter Type
243
+ Parameter Name
244
+ Type
245
+ Input Parameter
246
+ Angle
247
+ Floating Point Numb
248
+ Output Parameter
249
+ Radian
250
+ Floating Point Numb
251
+ 14. Absolute Value Operation
252
+ Node Functions
253
+ Returns the absolute value of the input
254
+ Node Parameters
255
+ Parameter Type
256
+ Parameter Name
257
+ Type
258
+ Input Parameter
259
+ Input
260
+ Generic
261
+ Output Parameter
262
+ Result
263
+ Generic
264
+ 15. Logical NOT Operation
265
+ Node Functions
266
+ Performs a logical NOT operation on the input Boolean value and returns the result
267
+ Node Parameters
268
+ Parameter Type
269
+ Parameter Name
270
+ Type
271
+ Input Parameter
272
+ Condition
273
+ Boolean
274
+ Output Parameter
275
+ Result
276
+ Boolean
277
+ 16. Logical OR Operation
278
+ Node Functions
279
+ Performs a logical OR operation on the two input Boolean values and returns the result
280
+ Node Parameters
281
+ Parameter Type
282
+ Parameter Name
283
+ Type
284
+ Input Parameter
285
+ Condition 1
286
+ Boolean
287
+ Input Parameter
288
+ Condition 2
289
+ Boolean
290
+ Output Parameter
291
+ Result
292
+ Boolean
293
+ 17. Logical XOR Operation
294
+ Node Functions
295
+ Performs a logical XOR operation on the two input Boolean values and returns the result
296
+ Node Parameters
297
+ Parameter Type
298
+ Parameter Name
299
+ Type
300
+ Input Parameter
301
+ Condition 1
302
+ Boolean
303
+ Input Parameter
304
+ Condition 2
305
+ Boolean
306
+ Output Parameter
307
+ Result
308
+ Boolean
309
+ 18. Logical AND Operation
310
+ Node Functions
311
+ Performs a logical AND operation on the two input Boolean values and returns the result
312
+ Node Parameters
313
+ Parameter Type
314
+ Parameter Name
315
+ Type
316
+ Input Parameter
317
+ Condition 1
318
+ Boolean
319
+ Input Parameter
320
+ Condition 2
321
+ Boolean
322
+ Output Parameter
323
+ Result
324
+ Boolean
325
+ 19. 3D Vector Normalization
326
+ Node Functions
327
+ Normalizes the length of a 3D Vector and outputs the result
328
+ Node Parameters
329
+ Parameter Type
330
+ Parameter Name
331
+ Type
332
+ Input Parameter
333
+ 3D Vector
334
+ 3D Vector
335
+ Output Parameter
336
+ Result
337
+ 3D Vector
338
+ 20. 3D Vector Addition
339
+ Node Functions
340
+ Calculates the sum of two 3D Vectors
341
+ Node Parameters
342
+ Parameter Type
343
+ Parameter Name
344
+ Type
345
+ Input Parameter
346
+ 3D Vector 1
347
+ 3D Vector
348
+ Input Parameter
349
+ 3D Vector 2
350
+ 3D Vector
351
+ Output Parameter
352
+ Calculation Result
353
+ 3D Vector
354
+ 21. 3D Vector Angle
355
+ Node Functions
356
+ Calculates the angle between two 3D Vectors and outputs the value in degrees
357
+ Node Parameters
358
+ Parameter Type
359
+ Parameter Name
360
+ Type
361
+ Input Parameter
362
+ 3D Vector 1
363
+ 3D Vector
364
+ Input Parameter
365
+ 3D Vector 2
366
+ 3D Vector
367
+ Output Parameter
368
+ Angle
369
+ Floating Point Numb
370
+ 22. 3D Vector Subtraction
371
+ Node Functions
372
+ Calculates the difference of two 3D Vectors
373
+ Node Parameters
374
+ Parameter Type
375
+ Parameter Name
376
+ Type
377
+ Input Parameter
378
+ 3D Vector 1
379
+ 3D Vector
380
+ Input Parameter
381
+ 3D Vector 2
382
+ 3D Vector
383
+ Output Parameter
384
+ Calculation Result
385
+ 3D Vector
386
+ 23. 3D Vector Modulo Operation
387
+ Node Functions
388
+ Calculates the magnitude of the input 3D Vector
389
+ Node Parameters
390
+ Parameter Type
391
+ Parameter Name
392
+ Type
393
+ Input Parameter
394
+ 3D Vector
395
+ 3D Vector
396
+ Output Parameter
397
+ Result
398
+ Floating Point Numb
399
+ 24. 3D Vector Dot Product
400
+ Node Functions
401
+ Calculates the dot product of two input 3D Vectors
402
+ Node Parameters
403
+ Parameter Type
404
+ Parameter Name
405
+ Type
406
+ Input Parameter
407
+ 3D Vector 1
408
+ 3D Vector
409
+ Input Parameter
410
+ 3D Vector 2
411
+ 3D Vector
412
+ Output Parameter
413
+ Calculation Result
414
+ Floating Point Numb
415
+ 25. 3D Vector Zoom
416
+ Node Functions
417
+ Scales the input 3D Vector (scalar multiplication) and outputs the result
418
+ Node Parameters
419
+ Parameter Type
420
+ Parameter Name
421
+ Type
422
+ Input Parameter
423
+ Zoom Multiplier
424
+ Floating Point Numb
425
+ Input Parameter
426
+ 3D Vector
427
+ 3D Vector
428
+ Output Parameter
429
+ Result
430
+ 3D Vector
431
+ 26. 3D Vector Cross Product
432
+ Node Functions
433
+ Calculates the cross product of two 3D Vectors
434
+ Node Parameters
435
+ Parameter Type
436
+ Parameter Name
437
+ Type
438
+ Input Parameter
439
+ 3D Vector 1
440
+ 3D Vector
441
+ Input Parameter
442
+ 3D Vector 2
443
+ 3D Vector
444
+ Output Parameter
445
+ Calculation Result
446
+ 3D Vector
447
+ 27. 3D Vector Rotation
448
+ Node Functions
449
+ Rotates the input 3D Vector by the Euler Angles specified by the rotation and returns
450
+ the result
451
+ Node Parameters
452
+ Parameter Type
453
+ Parameter Name
454
+ Type
455
+ Input Parameter
456
+ Rotated 3D Vector
457
+ 3D Vector
458
+ Input Parameter
459
+ Rotate
460
+ 3D Vector
461
+ Output Parameter
462
+ Result
463
+ 3D Vector
464
+ 28. Greater Than
465
+ Node Functions
466
+ Returns whether the left value is greater than the right value
467
+ Node Parameters
468
+ Parameter Type
469
+ Parameter Name
470
+ Type
471
+ Input Parameter
472
+ Generic
473
+ Input Parameter
474
+ Generic
475
+ Output Parameter
476
+ Result
477
+ Boolean
478
+ 29. Greater Than or Equal To
479
+ Node Functions
480
+ Returns whether the left value is greater than or equal to the right value
481
+ Node Parameters
482
+ Parameter Type
483
+ Parameter Name
484
+ Type
485
+ Input Parameter
486
+ Generic
487
+ Input Parameter
488
+ Generic
489
+ Output Parameter
490
+ Result
491
+ Boolean
492
+ 30. Less Than
493
+ Node Functions
494
+ Returns whether the left value is less than the right value
495
+ Node Parameters
496
+ Parameter Type
497
+ Parameter Name
498
+ Type
499
+ Input Parameter
500
+ Generic
501
+ Input Parameter
502
+ Generic
503
+ Output Parameter
504
+ Result
505
+ Boolean
506
+ 31. Less Than or Equal To
507
+ Node Functions
508
+ Returns whether the left value is less than or equal to the right value
509
+ Node Parameters
510
+ Parameter Type
511
+ Parameter Name
512
+ Type
513
+ Input Parameter
514
+ Generic
515
+ Input Parameter
516
+ Generic
517
+ Output Parameter
518
+ Result
519
+ Boolean
520
+ 32. Cosine Function
521
+ Node Functions
522
+ Calculates the cosine of the input in radians
523
+ Node Parameters
524
+ Parameter Type
525
+ Parameter Name
526
+ Type
527
+ Input Parameter
528
+ Radian
529
+ Floating Point Numb
530
+ Output Parameter
531
+ Result
532
+ Floating Point Numb
533
+ 33. Tangent Function
534
+ Node Functions
535
+ Calculates the tangent of the input in radians
536
+ Node Parameters
537
+ Parameter Type
538
+ Parameter Name
539
+ Type
540
+ Input Parameter
541
+ Radian
542
+ Floating Point Numb
543
+ Output Parameter
544
+ Result
545
+ Floating Point Numb
546
+ 34. Sine Function
547
+ Node Functions
548
+ Calculates the sine of the input in radians
549
+ Node Parameters
550
+ Parameter Type
551
+ Parameter Name
552
+ Type
553
+ Input Parameter
554
+ Radian
555
+ Floating Point Numb
556
+ Output Parameter
557
+ Result
558
+ Floating Point Numb
559
+ 35. Create 3D Vector
560
+ Node Functions
561
+ Creates a 3D Vector from x, y, and z components
562
+ Node Parameters
563
+ Parameter Type
564
+ Parameter Name
565
+ Type
566
+ Input Parameter
567
+ X-Component
568
+ Floating Point Numb
569
+ Input Parameter
570
+ Y-Component
571
+ Floating Point Numb
572
+ Input Parameter
573
+ Z-Component
574
+ Floating Point Numb
575
+ Output Parameter
576
+ 3D Vector
577
+ 3D Vector
578
+ III. Lists
579
+ 1. Assembly List
580
+ Node Functions
581
+ Assembles multiple Input Parameters of the same type (up to 100) into a single List
582
+ Node Parameters
583
+ Paramete
584
+ r Type
585
+ Parameter Name
586
+ Type
587
+ Description
588
+ Input
589
+ Parameter
590
+ 0~99
591
+ Generic
592
+ Assembles up to 100
593
+ list
594
+ Output
595
+ Parameter
596
+ List
597
+ Generic List
598
+ The assembled list
599
+ Query Nodes
600
+ Execution Nodes
601
+ Node Introduction
602
+ Client Nodes
603
+ Operation Nodes
604
+ Home
605
+ News
606
+ About Us
607
+ Careers
608
+ Business Affairs
609
+ Privacy Policy
610
+ Terms of Service
611
+ Help Center
612
+ General Guide
613
+ Tutorial
614
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Main Camera
4
+ Camera is the tool that renders the Player's perspective in the game. It defines what
5
+ the Player sees on screen.
6
+ In Beyond Mode, it supports creators (Craftspeople) to define camera rules through the
7
+ creation of camera templates. Each Template represents a distinct Camera State.
8
+ I. Definition of Camera Templates
9
+ Camera Templates available to Players during gameplay must be edited in Manage
10
+ Main Camera. The entry point is shown below:
11
+ At runtime, each Player always has one active Camera Template.
12
+ Active Templates can differ between Players. For example, in Co-Op Mode, Player A
13
+ might use "Template 1" while Player B uses "Template 2" at the same time.
14
+ You can switch a specific Player Entity's active Camera Template at runtime through the
15
+ Node Graph, but Template parameters themselves cannot be modified dynamically.
16
+ II. Editing Camera Templates
17
+ Opening the main Camera editor displays the following Interface, divided into three
18
+ sections:
19
+ III. Camera Template Parameter Configuration
20
+ 1. Template Name
21
+ Template Name: The name of this Camera Template. It indicates the Template's role in
22
+ gameplay and is also used as a reference when Node Graphs operate on a Player's
23
+ main Camera Template
24
+ 2. Location Information
25
+ Relative location between Camera and Character. These are editing parameters,
26
+ collapsed by default. They display detailed values of the Camera-Character relationship
27
+ in the current preview Interface, serving as a reference during editing
28
+ 3. Basic Camera Configuration
29
+ Movement Mode: The current version only supports camera following character entities.
30
+ Future updates will expand support to include other Entity Units such as vehicles, etc.
31
+ Mode: A key parameter that defines the Camera Template type. The mode determines
32
+ the core Camera rules, and the adjustable parameters vary depending on the mode
33
+ Default Effective Target: The Camera Template is stored as a Player parameter. It can
34
+ be modified at runtime for the corresponding Player. During initialization, however, it
35
+ must be assigned through the Player's Class. This field specifies which Classes the
36
+ Template initially applies to
37
+ 4. Camera Detailed Settings
38
+ Available adjustable parameters differ depending on the selected mode
39
+ (1) Classic Camera
40
+ The Classic Camera matches the Classic Mode. Parameters are grayed out. It supports
41
+ preview only and cannot be edited, so it is not described further
42
+ (2) 3D Back Camera
43
+ The 3D Back Camera is an over-the-shoulder view. The Camera is positioned behind
44
+ and to the right of the Character, as shown below:
45
+ The detailed settings are shown in the graph below:
46
+ d
47
+ Camera FOV Detection: Field of view (FOV), represented by the viewing cone.
48
+ Changing the FOV adjusts the range of the white cone shown in the graph
49
+ Viewpoint Offset: An additional Location offset applied in the World Coordinate System
50
+ after the Camera points to the target. The red box in the graph shows the viewpoint
51
+ Viewpoint Follows Rotation: Whether the Camera rotates along with Character rotation
52
+ Default Line of Sight: Initial distance between the Camera and the viewpoint
53
+ Line of Sight Range: The adjustable range of Line of Sight that can be modified through
54
+ player input
55
+ Horizontal Angle Range: The left-right rotation range, in degrees, that Players can
56
+ adjust by moving the Camera horizontally
57
+ Pitch Angle Range: The up-down rotation range, in degrees, that Players can adjust by
58
+ moving the Camera vertically.
59
+ (3) 2.5D Camera
60
+ The camera for traditional 2.5D games, as shown in the following reference:
61
+ The detailed settings are shown in the graph below:
62
+ Ignore Camera Collision: When set to "No", the Camera may be pushed by collisions
63
+ with Entities in the Scene, causing stutter or sudden shifts. When set to "Yes", the
64
+ Camera ignores collisions, but its position may move inside models, leading to poor
65
+ results. This setting should be customized by creators (Craftspeople) based on the
66
+ actual gameplay scene
67
+ Other attributes: Already explained earlier and not repeated here
68
+ (4) First-Person Camera
69
+ The Camera is positioned at the Character's eye level, simulating a first-person
70
+ perspective view of the scene, as shown below:
71
+ The detailed settings are shown in the graph below:
72
+ (5) Third Person Camera
73
+ Similar to the Classic Mode, but with editable detailed settings available to the user:
74
+ The detailed settings are shown in the graph below:
75
+ IV. Camera Templates Switching
76
+ You can use Node Graphs to dynamically switch Camera Templates at runtime. The
77
+ Target Units are a list of Player Entities.
78
+ UI Control Groups Management
79
+ Peripheral System
80
+ Concept Introduction
81
+ Advanced Concepts
82
+ Main Camera
83
+ 1. Preview and configure parameters of the current Camera Template.
84
+ 2. Preview of camera position and character position relationship in the scene
85
+ 3. Preview of actual in-game screen during gameplay
86
+ Home
87
+ News
88
+ About Us
89
+ Careers
90
+ Business Affairs
91
+ Privacy Policy
92
+ Terms of Service
93
+ Help Center
94
+ General Guide
95
+ Tutorial
96
+ Copyright © COGNOSPHERE. All Rights Reserved.
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1
+ /
2
+ /
3
+ Preset Points
4
+ I. What is a Preset Point?
5
+ A Preset Point is a data record of location and orientation within a Scene.
6
+ Preset Points can be referenced by features that require points data, such as Spawn
7
+ Points, Revive Points, and Node Graph retrieval points.
8
+ II. Editing Preset Points
9
+ 1. Entry Point for Editing
10
+ 2. Overall Editing Interface
11
+ (1) Preset Point Library
12
+ All Preset Points are listed in this window.
13
+ Manage the visibility of the corresponding Preset Point in the Layout Scene
14
+ (2) Preset Point Visibility in the Edit Window
15
+ Persistent Display Toggle On Even if the Preset Point management tool is
16
+ disabled, all Preset Points remain visible in the Edit Window
17
+ Persistent Display Toggle Off If the Preset Point management tool is disabled, all
18
+ Preset Points become invisible
19
+ (3) Create Preset Point
20
+ By clicking "Create Preset Point", a new Preset Point is generated at the center of
21
+ the current Edit Window, with naming editing mode enabled automatically.
22
+ (4) Preset Point Parameters
23
+ Preset Point Name The name of the Preset Point, which can be modified
24
+ Preset Point Index Used as an input parameter for Nodes and serves as the
25
+ unique identifier of the Preset Point
26
+ Configuration Parameters
27
+ Description
28
+ Lock Transform
29
+ When checked, the Preset Point's position and rotation can
30
+ Display in Scene
31
+ When unchecked, only the coordinate axes remain visible,
32
+ Point model will be hidden
33
+ Location
34
+ The Location data of the Preset Point
35
+ Rotation
36
+ The orientation data of the Preset Point
37
+ Unit Tags
38
+ Add units tags to preset points. See Unit Tag for more de
39
+ * Reference Relationship
40
+ III. Referencing Preset Points
41
+ 1. Spawn Point
42
+ In "Stage Settings" — Spawn Point configuration, you can Select Point to reference a
43
+ Preset Point as the Spawn Point
44
+ 2. Revive Points
45
+ In "Stage Settings" — Revive Point configuration, you can Select Point to reference a
46
+ Preset Point as the Revive Point
47
+ 3. Node Graph
48
+ Through the Preset Point Index, you can search for its location and rotation data
49
+ Click
50
+ to expand all Preset Point enumerations for selection as input
51
+ parameters
52
+ Unit Status
53
+ Shield
54
+ Concept Introduction
55
+ Advanced Concepts
56
+ Preset Points
57
+ Query Preset Point Position Rotation
58
+
59
+ Get Preset Point List by Unit Tag
60
+
61
+ Home
62
+ News
63
+ About Us
64
+ Careers
65
+ Business Affairs
66
+ Privacy Policy
67
+ Terms of Service
68
+ Help Center
69
+ General Guide
70
+ Tutorial
71
+ Copyright © COGNOSPHERE. All Rights Reserved.