World Runtime Setting component

A component for configuring world-wide runtime behavior.

Properties

PropertyFunctionDefault Value
Use Moving PlatformWhen enabled, avatars will move along with the floor when riding moving platforms in the world.On
Moving Platform Horizontal InertiaWhen enabled, avatars will be affected by the platform’s horizontal velocity (XZ axes) after leaving the moving platform.Off
Moving Platform Vertical InertiaWhen enabled, avatars will be affected by the platform’s vertical velocity (Y axis) after leaving the moving platform.On
Use ClamberingWhen enabled, allows climbing actions in the world.On
Use World ShadowWhen enabled, enables real-time shadows in the world.On
Use Cluster HUD v2When enabled, applies the new version of operation UI. See details at the bottom of this page.Off
Enable Crouch WalkWhen 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 StencilWhen enabled, writes avatar shape to the Stencil buffer. See details at the bottom of this page.Off
Use Custom Clipping PlanesWhen enabled, allows customization of camera rendering start and end distances. See details at the bottom of this page.Off
Near PlaneSets the camera’s rendering start distance [m]. Displayed when Use Custom Clipping Planes is enabled.0.01
Far PlaneSets 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/BehaviorTraditional behavior (Option off)Cluster HUD v2 (Option on)
Which hand holds itemsHand changes based on left/right click or tap positionAlways holds items in right hand
Number of items that can be held simultaneouslyUp to 2 total in both handsUp to 1 in right hand
Posture when holding itemsRaises item in front of avatarContinues applying same motion as empty-handed
Third-person camera when holding itemsAlways moves behind avatarContinues applying same camera work as empty-handed
Release/dismount operationVaries by item type and holding handCommon 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.

Other notes