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Launch pads

Launch pads set the touching player's velocity in the shared authoritative runtime. They work in Workshop test mode, solo play, and realtime rooms without custom code.

Add and tune a pad

  1. Open Pieces and select Launch pad, or attach a Launcher component to an object.
  2. Resize its sensor to cover the surface players should touch.
  3. Set Velocity X and Velocity Y in Object Inspector. Negative Y launches upward; positive or negative X launches horizontally.
  4. Choose Test Rift and approach the pad from each intended direction.

Each axis is limited to -2000 through 2000, and both axes cannot be zero. The pad changes the player's velocity immediately rather than applying a client-side visual effect. Collider size and visual size remain independent.

RiftScript equivalent

Use player.launch only from player_touched:

text
riftscript 1;

event player_touched {
  player.launch(120, -600);
}

The server validates the event, argument types, bounds, and non-zero direction during compilation, publishing, and execution. Dynamic values cannot bypass runtime bounds. Launcher components and scripts use the same physics operation; if both are attached to one sensor, the script runs after the component and supplies the final velocity.

Launchers do not expose arbitrary bodies, forces, mass, or client authority.

PixelRifts creator documentation · generated reference · protocol 21