Max player count |
Set the maximum number of players that can be in the same session |
Player display style |
Set if other players in the game are Opaque (solid objects) or Transparent (semi invisible) |
Name scale |
Set how big player names will be |
Enable player collisions |
When enabled, players collide with each other instead of passing through |
↳Group |
Select the object group that the player belongs to. Note: If the selected group doesn't match the player's group, ghost collisions will still occur. However, detectors like Raycasters won't react to ghosts in that case. |
Prefer spectating |
When enabled, the game displays actual game play instead of showing replays in the feed when possible. |
Physical objects |
Select the physical objects that will be synced to all players. Synced objects share real-time changes — like movement, position or collisions — so all players see and interact with them consistently. You must name the objects or turn them into reusables before you can select them. |
Visible player reusable |
Sets the reusable that should be shown as the player character. When Automatic toggle is off, you can choose e.g. the spawned objects that other players should see (e.g. pet followers). Such custom objects must be reusables so you can select them from the list that opens by pressing Add. |
↳Automatic |
Automatically detect what objects other players are controlling and show them to all players in the game session. By default this toggle is on: "ghosts" will look like the player character that the creator has chosen. This is a good option also if you have a selection of characters from which each player gets one when they join the game. |