🧰
Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Adding a start position
  • Moving the start position
  • Adjusting the start position radius
  1. Locations

Configuring the start position

Each location in ENGAGE has a single start position. The start position is defined as a circular region. When users join a location, they appear at a position within the circular region.

Adding a start position

The example scene includes a start position. If you accidentally delete it, or create a completely new scene, complete the following steps to add a start position:

  1. If there isn't a duplicate of the PlayerStartPosition prefab in the Assets/Dependencies_Scenes/Dependency_Folders folder, create one. The PlayerStartPosition prefab is in the Assets/ENGAGE_CreatorSDK/Prefabs/Tools folder.

  2. Add the duplicate PlayerStartPosition prefab to your scene.

  3. In the Hierarchy window, select the object that has the Scene Variables script component.

  4. Drag the PlayerStartPosition from the Hierarchy window to the User Spawn Point parameter in the Inspector window.

  5. In the Hierarchy window, select the EditorOnlySpawnVisual object, which is a child of the PlayerStartPosition object.

  6. Drag the object that has the Scene Variables script component from the Hierarchy window to the Scene Variables Obj parameter in the Inspector window.

Moving the start position

  • To change the placement of the start position, move the PlayerStartPosition object to a new position in the scene.

Adjusting the start position radius

  1. In the Hierarchy window, select the object that has the Scene Variables script component.

  2. In the Inspector window, adjust the value of the User Spawn Radius parameter.

If the PlayerStartPosition object is correctly linked to the Scene Variables component, you will see the radius of the start position change in the Scene window. Use this visual representation to ensure that the start position is free from obstructions.

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Last updated 2 years ago