Set Visibility Node – Buildbox 3 Manual

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Set Visibility Node

This action node shows or hides all of the asset’s 3D models and images.

The Apply input sets the asset’s visibility as specified in the Visible attribute.

When this node makes the asset invisible, all collision shapes and other functionalities are still present in the scene.

Node Attributes

Option Description
Name Type a custom name for this node, if needed.
Visible Select to change the visibility of the asset. Clear to make the asset invisible.

If needed, you can also customize this node. For details, see Customizing Nodes.

Health Brainbox – Buildbox 3 Manual

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Health Brainbox

This Brainbox adds health to an asset, making it damaged when it collides with other assets. If the asset is defeated, this brainbox ends the game.

After this asset collides with another object, it subtracts 1 point from the health amount, and the damage is indicated by a white flash on its surface. After the health reaches 0, a game over event is triggered which pauses the game world. For details on creating a Game Over screen see UI Nodes.

Brainbox Attributes

After you add this Brainbox to an asset, you need to specify which asset will cause damage by changing the Affected Asset attribute.

Attribute Description
Health Enter the amount of times you want this asset to take damage before it becomes defeated.
Delay Enter the amount of seconds you want to wait after the asset is defeated before the game over event is triggered.
Affected Asset Select which asset or type of asset you want to cause damage.

Nodes in Brainbox group

After you add this Brainbox to an asset, a Collision (If Collide) node, Custom Damage node, Defeat node, Delay Defeat Animation, and Event Observer node are added to the Node Map.

Modify Timer Node – Buildbox 3 Manual

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Modify Timer Node

This action node modifies the amount of time remaining in a Timer node.

This node contains an Apply input that, when activated, subtracts time from the timer in the current asset, or the one it collides with. The following example is an explosion with a countdown that decreases when the asset collides with an object.

Make sure there is only one timer in an asset. If an asset contains more than one timer, this node will modify the last activated timer.

Node Attributes

Option Description
Name Type a custom name for this node, if needed.
Amount Enter the amount of seconds you want to add or subtract from the timer node. A negative value subtracts from the timer’s current amount, while a positive value adds to the timer’s current amount.
Target Select an option to affect a timer in this asset, or an asset affected by an If Collide node.

  • Self—modifies the timer node in this asset.
  • Sensor—modifies the timer in an asset affected by an If Collide node.
If you want to affect a timer in another asset, select Sensor.
Sensor Name If the Target is set to Sensor type the name of the desired If Collide node.

If needed, you can also customize this node. For details, see Customizing Nodes.

Set Scene Speed Node – Buildbox 3 Manual

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Set Scene Speed Node

This movement node changes the scene’s path speed.

When an asset follows the path defined by the Start and End points, this node can increase or decrease its current speed. To make an asset follow the scene path, see Path Move Node.

Name Type a custom name for this node, if needed.
Speed Changes the scene path speed or rate the object will travel forward along the scene path.

The higher the value, the faster the object will travel forward. As long as this node is active, this value will overwrite the Speed value specified in the Path Move node. When this node is no longer active, the asset will revert back to the speed specified in the Path Move node.

You can also set a random speed range that occurs when the asset is created or spawned in the game. To do this, enter a value in the field on the right instead of the default 0. The value you enter is both subtracted from and added to the speed rate you enter, thus setting the minimum and maximum values for the time range.

For example, if you enter a Speed value of 30 and a range value of 10, you set the random speed range between 20 and 40 seconds:
|20———30———40|

If needed, you can also customize this node. For details, see Customizing Nodes.

Spot Light – API Reference

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Spot Light

The Spot Light is a way to add additional light sources to your game.

the sp

Function Description
color()

Returns the color of the Light in RGB (Red, Green, Blue) format.

cutOffAngle()

Returns the cutoff angle of the Spot Light, in degrees.

intensity()

Returns the intensity of the Light.

isRemoved() Returns true if the Light is removed, false if not.
isVisible()

Returns true if the light is visible, false if not.

position()

Returns the Light’s position coordinates relative to its parent.

range()

Returns the range of the Light.

remove()

Remove the light from the Scene.

rotation()

Returns the rotation of the Light in degrees.

rotationQuat()

Returns the rotation of the Light in quaternion.

setColor(color)

Sets the color of the Light.

setCutOffAngle(value)

Sets the cutoff angle of the Light, in degrees. This changes how wide or narrow the Spot Light is.

setIntensity(value)

Sets the intensity of the Light.

setPosition(x, y, z)

Sets the new position relative to the Light’s parent. If the Light has no parent, this sets the world position of the Light.

setRange(value)

Sets the range of the Light.

setRotation(x, y, z)

Sets the rotation value of the Light, in degrees.

setRotationQuat(value)

Sets rotation value in Quaternion.

setVisible(value)

Sets the visibility of the Light; true if the Light is visible, false if not.

setWorldPosition()

Sets the Light’s position coordinates in the world (absolute position).

worldPosition()

Returns the Light’s position coordinates in the world (absolute position).


color()

Returns the Light’s color in RGB (Red, Green, Blue) format. The minimum value is 0 and the maximum is 1 (think of it as the 0-255 scale divided by 255). For example, {r:0, g:0, b:0} is black and {r:1, g:1, b:1} is white.

Returns

Vec3 {x, y, z} color pigment of the Light.

let light = this.scene().findFirst("Spot Light");
log(light.color().x); // result: the red component of the light's color.

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cutOffAngle()

Returns the cutoff angle of the Spot Light, in degrees.

Returns

number the cutoff angle of the Spot Light


intensity()

Returns the intensity of the Light.

Returns

number The intensity of the Light. Range is 0-1000.

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isRemoved()

Returns if the Light is removed.

Returns

boolean true if the Light is removed, false if the Light is not.

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isVisible()

Returns if the Light is visible.

Returns

boolean true if the Light is visible, false if the Light is not.

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position()

Returns the Light’s position relative to its parent. If the Light has no parent, the result of this function will be no different than worldPosition.

Returns

Vec3 {x, y, z} relative coordinates of the Light.

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range()

Returns the range of the Light. The range is how far the light reaches.

Returns

Number The range of the Light.

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remove()

Remove the Light from the Scene.

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rotation()

Returns the rotation of the Light in degrees.

Returns

Vec3 The {x, y, z} rotation value of the Light, in degrees.

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rotationQuat()

Returns the rotation of the Light in Quaternion.

Returns

Quaternion The rotation value in Quaternion.

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setColor(color)

Sets the color of the Light. Expected range of {r, g, b} is 0-1.

Parameters

Vec3 color – the {r, g, b} color

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setCutOffAngle(value)

Sets the cutoff angle of the Light, in degrees. This changes how wide or narrow the Spot light is.

Parameters

number value – the cutoff angle to be used

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setIntensity(value)

Sets the intensity of the Light.

Parameters

Number value – the intensity of the Light, ranging from 0-1000.

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setPosition(x, y, z)

Sets the new position relative to the Light’s parent. If the Light has no parent, this sets the world position of the Light.

Parameters

number x – X coordinate in 3D space
number y – Y coordinate in 3D space
number z – Z coordinate in 3D space

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setRange(value)

Sets the range of the Light.

Parameters

Number value – the range of the Light

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setRotation(x, y, z)

Sets the rotation value of the Light, in degrees.

Parameters

number x – the X rotation of the Light
number y – the Y rotation of the Light
number z – the Z rotation of the Light

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setRotationQuat(value)

Sets rotation value in Quaternion.

Parameters

Quaternion value – The Quaternion rotation value to be set

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setVisible(value)

Sets the visibility of the Light; true if the Light is visible, false if not.

Parameters

boolean value – the visibility of the Light.

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setWorldPosition(value)

Sets the Light’s position coordinates in the world (absolute position).

Parameters

Vec3 value – the {x, y, z} absolute position of the Light.

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worldPosition()

Returns the Light’s position coordinates in the world (absolute position).

Returns

Vec3 the {x, y, z} world coordinates of the Light

let pos = this.scene().find("Spot Light")[0].worldPosition();
log('X World Position = ' + pos.x);

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Trail Brainbox – Buildbox 3 Manual

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Trail Brainbox

This physics Brainbox creates a trail that traces along the asset’s movement path in a scene.

Brainbox Attributes

Attribute Description
Color To change the color of the trail, click the field and in the Colors window, choose a color.
Texture
  • To add a new image to the trail, drag a JPG or PNG file from your computer into the field.
  • To add a previous uploaded image to the trail, in the field , click the Edit button, and in the Sprite Editor, choose an image and click Save.
Fade Enter the amount of seconds you want the trail to remain visible before it starts to fade.

For example, a value of 5 allows the trail to remain completely visible and grow longer for 5 seconds before fading.

Width Enter a numeric value to specify the horizontal size of the trail.

Nodes in Brainbox group

After you add this Brainbox to an asset, a Trail node is added to the Node Map.

Path Move Brainbox – Buildbox 3 Manual

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Path Move Brainbox

This Brainbox  allows the asset to move forward on a continuous path toward the End Point.

While the asset is moving along the path, the player can tap or click the screen to make the asset jump.

To define the path of the asset, use the Move tool in the Scene Editor and adjust the Start and End Points as desired.

Brainbox Attributes

After you add this Brainbox to an asset, set the Physics to Dynamic in the Start section of the Options panel and specify the Speed and Jump Force in the Path Move section.

Attribute Description
Speed Enter a numeric value to specify how fast the asset moves along the path.

You can also set a random speed range for when the asset is created or spawns in the game. To do this, enter a value in the field that replaces the default 0 value. The value you enter is both subtracted from and added to the Speed value that creates a minimum and maximum value for the Speed range.

For example, if you enter a Speed value of 30 and a range value of 10, a random value between 20 and 40 will set the Speed:
|20———30———40|

Jump Force Enter a positive numeric value in the field to set the jump height of the asset.

Nodes in Brainbox group

After you add this Brainbox to an asset, a Keyboard Button and Path Move node is added to the Node Map.

Jump Brainbox – Buildbox 3 Manual

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Jump Brainbox

This physics Brainbox allows the player make an asset jump when they tap or click the screen.

After the player taps the screen, the asset will launch in the direction specified by the Jump Force attribute. After the asset reaches the full height, it will fall with the direction and force of gravity specified in the Gravity attribute of a 3D World.

Brainbox Attributes

After you add this Brainbox to an asset, you need to set the Physics to Dynamic and specify the Jump Force.

Attribute Description
Jump Force
  • Enter a numeric positive value in the axis field to change the jump height of the asset.
  • Enter a numeric value in the X and Z axis fields to launch the asset in a specified direction.
  • To make the Jump Force not affect a direction, delete the value in the axis fields until it displays none.

Nodes in Brainbox group

After you add this Brainbox to an asset, a Keyboard Button and Jump node is added to the Node Map.

3.3 What’s New? – Buildbox 3 Manual

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What’s new in Buildbox 3.3

3.3.10

Fixed Issues

  • Mac: crash no longer occurs during preview after removing a parent and child asset at the same time.
  • Crash no longer occurs during preview if an asset contains a blank Scene attribute in a Sub Scene node or null in the ComponentAnimation3d function.
  • Fixed a Node Map copy and paste issue that created more copies than the amount of nodes selected.
  • In the Scene Editor Outliner, if the camera is a child of an asset, duplicating that asset no longer creates a duplicate of the camera.
  • Assets that are attached to joints in an FBX asset now appear at the proper joint location.
  • Fixed an issue that caused the Scale tool icon on the tool bar to be selected after selecting the Multitool.
  • Fixed an issue that caused Buildbox to close without a save prompt.
  • After creating a new 2D World, the camera is now at the default view.
  • Selected Scene Editor mode buttons on the toolbar no longer appear selected after moving to another world.
  • Snap mode now works in 2D Worlds
  • Fixed an issue that cause View > Scene View> Reset View to flip the view of the current Scene.
  • Crash no longer occurs during preview if an asset contains a Purchase node connected to a Logger node.
  • Crash no longer occurs if a Delay node contains an array.
  • Mac: users no longer have to force quit Buildbox after closing it with the Preview window open.
  • The Jump Brainbox now displays Jump attributes in the Options panel.
  • Assets that contain a blank Scene attribute in a Sub Scene node will no longer have blank icons in the Asset panel.
  • Fixed an issue that caused the Scene View menu on the Buildbox menu bar to appear on the Welcome Screen.
  • Fixed an issue with loading linkers at checkpoints.
  • Crash no longer occurs after using custom JS code. Instead, a JS error message appears.
  • Mac: In the Node Map and in the Script Editor, Pressing Cmd + Backspace no longer deletes the node.
  • Crash no longer occurs after importing a large amount of BBASSETS.
  • Fixed an issue that prevented State Machine Input names from being changed.
  • Fixed an issue with the right-click menu in the asset Node Map that caused attributes to overlap in the Options panel.
  • Fixed an issue that prevented Undo from affecting axis fields.
  • Fixed an issue in the UI Outliner that caused assets to appear as parented or grouped.
  • Fixed an issue that caused the Start node Name attribute to appear in the Options panel after duplicating an asset in the Asset panel.
  • Selecting an Enabled Node input now allows that node to function as if it were connected to the Start node.
  • In a 2D World, the camera icon appears in the Scene Editor after selecting the Camera in the Outliner.
  • Fixed an issue in the Asset Node Map that cause the Script Editor to shrink every time it’s opened.
  • Added Signal Limiting to the UI Joystick Move node to allow FBX animations to update properly.
  • In exported games, review requests no longer appear on top of advertisements.
  • Fixed an issue during Camera mode in the Scene editor that caused objects that are parented to the camera to be invisible.
  • Fixed an issue in exported games that stopped the game sound after returning from an interstitial ad.
  • The Logger node now prints in the following format: Log Label – Sender Node Name / Source Attribute Name : Value.
  • The Logger node Log Name attribute has been changed to Label.
3.3.9

Fixed Issues

The following fixes have been applied to Buildbox 3.3.9:

  • Fixed an issue that causes an error to occur after creating a 2D game.
  • Fixed an issue in the UI Editor Outliner that changes the asset order.
  • Dragging an asset to a group folder now correctly places the asset in that folder.
  • Transparent objects during preview no longer appear darker as they move further from the camera.
  • Selecting an asset that contains multiple images in the Asset panel will no longer display a different image in the scene editor and asset panel.
  • Fixed an issue that prevented certain assets from being selected.
  • Crash no longer occurs after passing strings as arguments to the sub scene functions.
  • Crash no longer occurs after giving a duplicate name to a custom node attribute in the Options, and the error pop-up window now appears at its proper size.
  • Crash no longer occurs after deleting an image in the left panel of the Sprite editor.
  • Crashes no longer occur during preview after a UI asset activates the Game Over input of an event node.
  • Fixed a back end issue that caused some projects to crash.
  • Rotating a single axis with the rotate tool in the Scene Editor now adjusts the proper axis value.
  • Exported games on a mobile device now pauses every time the app is hidden on a mobile device if the game has a pause menu.
  • Fixed an issue that caused the Z axis to appear in 2D Worlds and disappear in 3D Worlds.
  • Changes in the Sub-scene manager are now only applied after clicking the Assign button.
  • Trail node now contains an Up Vector attribute that allows it to be adjusted to appear in 2D Worlds.
  • Default Worlds and Worlds that are added to the Mind map will now start with the same scene view and start/end point positions.
  • Artifacting no longer occurs in the Brainbox previews.
  • Admob integration updated for iOS.
  • Stick to Edge node now works properly.
  • Fixed an issue in the Path Move node that prevented scenes from endlessly looping.
  • Fixed an issue that cause out of memory leaks to occur in the preview window.
  • Preview window no longer dissapears after moving it to another external display.
  • Increased the size of the JS memory pool.
  • In the Asset Library, the Add to Library button is now Add to Project.
  • New JS API function: worldRotation(Quat) for entities.
  • Logging System.fps() no longer crashes Buildbox.
  • Removed multiple options that are disabled in the Buildbox menu bar.
  • Fixed an issue that was hiding group folders in the asset panel.
    TIP: If an asset or group folder does not appear in the Asset panel, add another asset from the Asset Library to refresh the folder list.
3.3.7

New Features

The following features have been added to Buildbox 3.3.7:

  • Offline Mode
  • Ability to create folders in the Asset panel
  • Buildbox Menu bar now contains a Tools menu for Worlds
  • Ability to select, drag, and add multiple assets from the Asset panel to a scene
  • Ability to drag a bounding box to select multiple nodes in a Node Map
  • Right-click the background area of a Brainbox to change its background color.
  • Right-click to convert selected nodes to a Brainbox
  • Teleport Smart Asset that contains a Teleport Entry and Exit.
  • New advanced node in World Mind Maps: Graphics Settings node that toggles image filtering.
  • All platforms now enable image filtering by default.
  • Animation and Label Node attribute: Billboard Mode
  • JavaScript API functions that do the following:
    • Return Script attributeNames()
    • Create a log entry every time the game enters and leaves a scene
    • Adjust the background music volume
  • Implemented Java callbacks for scene enter and exit in exported Android apps.

Changes

  • Opening a project that contains a single world will now open the Scene View instead of the Mind Map.
  • The following options have been moved to View > Zoom:
    • Zoom In
    • Zoom Out
    • Show All
    • Show Frame
    • Actual Size
  • Asset duplicates in the Asset panel now have the word “Copy” added to their name.
  • For Windows users, unavailable menu options on the Buildbox Menu bar are disabled instead of hidden.
  • Keyboard shortcut for taking a screenshot in the Preview window is now Alt + S.

Fixed Issues

  • Moving an asset in the Asset panel will no longer place it at the bottom of its category.
  • Moving an object in the outliner no longer expands all outliner groups.
  • In the Outliner, dragging objects below the last one in a group will now place the object at the bottom and within the group.
  • Step Roto Move Brainbox now works correctly
  • Assets in the Ball Flipper template are placed correctly and within the Start/End points.
  • Exported Windows games no longer contain incorrect near and far rendering distance.
  • Exported full screen Windows games are now displayed properly with no bottom or top cut off.
  • Alt + S now works as intended to take screenshots in the Preview window.
  • Asset attribute values now update properly after selecting a new asset.
  • Exporting an asset will now include all attached FBX animations instead of just one.
  • Windows: Dropdowns in the Select Color window now updates attributes correctly.
  • Selecting the Infinite checkbox on the Ground Object no longer resets the length and width attribute values to 1.
  • Cancelling a multiple asset import now cancels all of the current asset imports instead of just one.
  • Restore Purchases now restores Locked buttons.
  • In the Outliner, hiding the Ground now hides it during gameplay.
  • Undoing an action after a tab has been closed no longer hides the x button.
  • Duplicating and deleting scenes no longer requires you to select them a second time.
  • Mac: Crash no longer occurs after rapidly duplicating a node in succession.
  • The Cancel button on the Save/Load window now functions as intended.
  • Adding a new mesh to a 3D Model node now updates as intended.
  • Can now change the color of text in Animation
3.3.5

New Features

The following features have been added to Buildbox 3.3.5:

  • SHIFT+Click to select multiple objects in the Outliner
  • CTRL/CMD+Click to select multiple nodes on a Node Map
  • Right-click menu on the asset Node Map that contains Duplicate, Copy, Paste, and Delete.
  • New action node: Interval and Threshold
  • Important icon next to the Asset attribute in the Debris Explosion node to indicate that no asset  has been selected
  • The following options have been added to the Buildbox menu bar:
    • File > Project Settings
    • Run > Preview
    • Run > Preview Selected Scene
    • View > Animation Bar
    • View > Scene View
    • Tools > Font Editor
    • Help > Report a Feature Request
    • Help > Report an Issue
    • Account > Sign Out

Changes

  • The Project Settings and Font Editor buttons have been removed from the Navigation bar and placed in the Buildbox menu bar.
  • Keyboard shortcuts are now displayed next to each menu item in the Buildbox menu bar.
  • Help > Keyboard Shortcuts now links to the keyboard shortcuts documentation.
  • The Event Observer node’s name has been changed to Event.
  • Ad network integration now requires Xcode 12 to export a game for iOS14.
  • A permission window for app tracking appears when the player first opens a game that is published for iOS14.

Fixed Issues

  • Crashes no longer occur  in the following situations:
    • When an asset has a Delay node connected to a Spawn node.
    • After Closing 3D/2D Worlds after editing them in Scene Editor.
    • After opening a file, previewing the game, and closing the preview window.
    • During preview when there are any camera animation nodes present in the World’s component Node Map.
    • After creating a new game while the current project has two active Worlds.
  • Clean Pyramid and Rock 1 assets no longer appear stretched during gameplay.
  • Playing UI sounds no longer cancels World sounds in iOS.
  • Linkers now work after loading from the checkpoint.
  • Switching between Portrait and Landscape orientation now changes the orientation of the Start screen.
  • FBX animations can now be accessed across all 3D Worlds.
  • Errors no longer occur in the Dagger Toss template after the knife hits the target during preview.
  • Creating a project with the Isometric Platformer or 3D Demo templates requires a single click instead of a double click.
  • The Camera object in a 3D World no longer appears in front of the Scene Editor view when using the mouse wheel.
  • The list of assets in the Asset Library no longer appears shifted to the left after opening and closing the Asset Library.
  • Entering a value in the Play Cooldown scene attribute and enabling Align Scenes will now display all scenes during gameplay.
3.3.4
  • Fixed the names and descriptions for 2D and 3D assets in the asset library.
  • Added searchable tags to assets in the asset library.
3.3.1
  • New attribute for the Camera Shake node.
    • Duration—Enter how long (in seconds) you want the camera to shake.
  • Range axis values have been added to the following nodes:
  • New Action node:
    • Haptic Feedbackactivates a low or high vibration level on a mobile device.

Speedometer Node – Buildbox 3 Manual

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Speedometer Node

This movement node tracks how fast an asset is moving in a scene when affected by physics or other Movement nodes and Brainboxes.

  • To enable this node, connect its Enabled input to the output of another desired node such as the Start, If Collide, or control nodes.
  • The Faster and Slower outputs of the Speedometer node activate connected nodes when the asset moves faster or slower than the Speed Threshold value specified in the Options panel.
  • The Speed Value output sends a numeric value that represents the assets current speed to a Set UI Text node.

The following is an example of an asset changing color if it moves faster or slower than a speed of 4. If the asset moves faster than a speed of 4, its color changes to A. If it moves slower, its color changes to B.

Node Attributes

Option Description
Name Type a custom name for this node, if needed.
Speed Threshold Enter a numeric value to specify a midpoint that determines when an asset is moving faster or slower.

If needed, you can also customize this node. For details, see Customizing Nodes.