World Runtime Setting component
A component for configuring world-wide runtime behavior.
Properties
Property | Function | Default Value |
---|---|---|
Use Moving Platform | When enabled, avatars will move along with the floor when riding moving platforms in the world. | On |
Moving Platform Horizontal Inertia | When enabled, avatars will be affected by the platform’s horizontal velocity (XZ axes) after leaving the moving platform. | Off |
Moving Platform Vertical Inertia | When enabled, avatars will be affected by the platform’s vertical velocity (Y axis) after leaving the moving platform. | On |
Use Clambering | When enabled, allows climbing actions in the world. | On |
Use World Shadow | When enabled, enables real-time shadows in the world. | On |
Use Cluster HUD v2 | When enabled, applies the new version of operation UI. See details at the bottom of this page. | Off |
Enable Crouch Walk | When Use Cluster HUD v2 is enabled and this is enabled, allows crouching actions in the world. See details at the bottom of this page. | On |
Write Own Avatar Silhouette Stencil | When enabled, writes avatar shape to the Stencil buffer. See details at the bottom of this page. | Off |
Use Custom Clipping Planes | When enabled, allows customization of camera rendering start and end distances. See details at the bottom of this page. | Off |
Near Plane | Sets the camera’s rendering start distance [m]. Displayed when Use Custom Clipping Planes is enabled. | 0.01 |
Far Plane | Sets the camera’s rendering end distance [m]. Displayed when Use Custom Clipping Planes is enabled. | 1000 |
Details
You can place up to one World Runtime Setting component in a scene. If no component is placed, all property values are treated as their default values.
This component’s settings are not reflected in Unity editor preview. To check behavior, upload the world and verify in the cluster app.
If behavior without the component differs from the default values in the table above, your CCK version might not be up to date. Please verify you have the latest CCK version and re-upload the world.
Use Cluster HUD v2 option details
Enabling the Cluster HUD v2 option provides a new operation UI. In addition to changes in UI layout, beta features allow adding button displays.
Here are examples of UI using Cluster HUD v2 and beta features in mobile and desktop environments:
Cluster HUD v2 behavior
Operations and behavior in mobile and desktop environments change as follows depending on whether Use Cluster HUD v2 option is on/off. VR environment operations are the same regardless of this option.
Operation/Behavior | Traditional behavior (Option off) | Cluster HUD v2 (Option on) |
---|---|---|
Which hand holds items | Hand changes based on left/right click or tap position | Always holds items in right hand |
Number of items that can be held simultaneously | Up to 2 total in both hands | Up to 1 in right hand |
Posture when holding items | Raises item in front of avatar | Continues applying same motion as empty-handed |
Third-person camera when holding items | Always moves behind avatar | Continues applying same camera work as empty-handed |
Release/dismount operation | Varies by item type and holding hand | Common input for release/dismount |
Item grabbing operations and behavior in particular are simpler than before and suitable for fine control through scripts.
In Cluster HUD v2, item release and dismount operations are as follows:
- In mobile environment, “Release” or “Dismount” button appears in a common position
- In desktop environment, press Q key to “Release” or “Dismount”
- When riding a Ridable Item and holding a Grabbable Item, dismounting takes priority
Also, in Cluster HUD v2, guide UI appears when approaching operable items. For Grabbable Items, Ridable Items, Interactable Items, etc., it shows the item name if set, or operation instructions like “Ride” if the item name is empty.
- Directly clicking/tapping the guide UI executes the appropriate operation for the item type
- In desktop environment, pressing F key can also operate items
- Both desktop and mobile environments can still use direct click/tap operations on items
Worlds suitable for Cluster HUD v2 option
The Use Cluster HUD v2 option is suitable for worlds like these:
- No particular need for Grabbable Items to be raised in front of avatars or used with aiming in the traditional way
- Want to improve item operability using guide UI
- Want to customize overall avatar actions and in-world camera behavior using beta features
- Particularly, the beta feature for adding button displays requires Use Cluster HUD v2 option to be enabled. See Script Reference for details.
Conversely, the Use Cluster HUD v2 option should be disabled for worlds like these:
- Have items like guns where aiming and arm movements are important, and want to continue having Grabbable Items held in the traditional way
- Want players to hold different items in each hand
- Want players to hold or release items while riding vehicles
- Want to hide item guide UI and avoid emphasizing operable items in the world
Enable Crouch Walk option details
When this option is enabled while Use Cluster HUD v2 is on, crouching becomes possible in the world. In walking state, avatars can reliably pass through spaces higher than 1.3m. In crouching state, avatars can reliably pass through spaces higher than 1.1m.
Crouching can be performed with these controls:
- In mobile environment, a “Crouch” button appears in a common position
- In desktop environment, use Ctrl key to “Crouch”
- In VR environment, lower the HMD position by 0.1m to “Crouch”
Use Custom Clipping Planes option details
When this option is enabled, you can customize rendering start and end distances for these cameras:
- First-person view camera
- Third-person view camera
- Camera mode camera
- Cameraman mode camera
This component’s Near Plane and Far Plane correspond to the Camera component’s Clipping Planes Near and Far.
Write Own Avatar Silhouette Stencil option details
When this option is enabled, your avatar’s silhouette Stencil will be written.
- The value written to the Stencil buffer is 2.
- Stencil writing occurs just before translucent rendering.
- Writing only occurs when ZWrite is enabled. Rendering settings without ZWrite, such as Transparent, are not affected.