Skip to content

Presentation and scene flow

Use presentation components to make a Rift easier to read and more alive. Use a Scene gate when the player should leave the current room and enter another scene in the same project.

Animate a Visual without moving its collider

  1. Select an object that has a Visual.
  2. In Object → Components, add Visual motion.
  3. Set a bob distance, pulse amount, spin speed, or Face movement.
  4. Run Test Rift.

Visual motion changes only what the player sees. Bobbing or spinning does not move the collider and cannot change a physics result. To create a platform or obstacle that physically moves, use Motion and a Rigidbody instead.

Play feedback when a player enters a sensor

  1. Select an object with a Transform and sensor Collider.
  2. Add Presentation trigger.
  3. Enter a short effect name, such as door_open or checkpoint_glow.
  4. If the object also has a reviewed Audio Source, optionally choose Play or Stop.

The effect name selects a platform-rendered cue; it is not JavaScript, a URL, or an uploaded executable. The trigger runs when a player enters the sensor. Play and Test Rift turn the bounded identifier into a short readable banner and local object cue. Familiar words such as complete, checkpoint, danger, wave, and unlock choose an appropriate visual tone, while platform-owned effects may have a hand-written label. Do not put private information in an effect identifier.

Damage feedback, crafting confirmation, and optional screen shake also remain presentation-only. Player reduced-motion and screen-shake settings take priority over an authored cue.

Connect two scenes

  1. Create or duplicate a scene in Layers.
  2. Keep the same Player object IDs in both scenes. Their positions may be different.
  3. In the source scene, select the doorway sensor and add Scene gate.
  4. Choose the destination and either Fade or Instant.
  5. Test entry, return paths, spawn positions, health, and inventory.

A Scene gate changes the whole authoritative room. The server chooses the destination declared in the published project, moves connected players to their matching Player objects, and rebuilds the destination's physics world. A browser cannot request a different scene.

Important limits

  • A gate cannot target its own scene or a missing scene.
  • Source and destination scenes need exactly matching Player object IDs.
  • Scene flow is shared by the room; it does not split individual players into different scenes.
  • Active scene identity is restored in room snapshots and replays, but is not yet saved between separate visits.
  • Visual motion is deliberately separate from collider motion.

See Object components, realtime protocol, and physics construction for the lower-level reference.

PixelRifts creator documentation · generated reference · protocol 21