ProtoFlux:Focus World: Difference between revisions

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Created a page for the Focus World node.
 
Updated this node page, just realized you can focus worlds this way.
 
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The <code>Focus World</code> node allows a user to focus on a world by giving it a ressession link as the Uri/Url. If the world exists (as in, already opened for the user, or available as a headless) it will work as expected. If there is no world that is open already that the ressession link is referring to, it will fail.
The <code>Focus World</code> node allows a user to focus on a world by giving it a ressession link as the [[Type:Uri|Url]]. If the world exists (as in, already opened for the user, or available as a headless) it will work as expected. If there is no world that is open already that the ressession link is referring to, it will fail.


Headless worlds would normally have a SessionID you can use to make into a resession link, allowing you to open and join these worlds with ease.
Headless worlds would normally have a SessionID that is consistent that you can use to make into a resession link, allowing you to open and join these worlds with ease.


This node is also useful when making [[Exit Strategy|Exit Strategies]], as you can set it up to where if the world is valid to focus, you can close the current world, and have the node continue from here to play a particle effect, a sound, and much more.
This node is also useful when making [[Exit Strategy|Exit Strategies]], as you can set it up to where if the world is valid to focus, you can close the current world, and have the node continue from here to play a particle effect, a sound, and much more.
{{Note|If you are the [[ProtoFlux:Host User|Host User]], closing the world with this node will '''not''' work (it will just defocus you instead). There is a bug that if you just saved the world, while it is syncing, then close this world using this node, it will close the world for everyone.|information}}


== Inputs ==
== Inputs ==
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=== * ([[Impulses|AsyncCall]]) ===  
=== * ([[Impulses|AsyncCall]]) ===  


Calls from an impulse begin focusing a world.
Calls from an impulse to begin focusing a world.


=== URL ([[Type:Uri|Uri]]) ===
=== URL ([[Type:Uri|Uri]]) ===
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=== WorldLink ([[Type:IWorldLink|IWorldLink]]) ===
=== WorldLink ([[Type:IWorldLink|IWorldLink]]) ===


The world link (not necessary for focusing a world).
The link to a world (using the [[Component:WorldLink|WorldLink]] component). This can be an alternative way of focusing a world.


=== CloseCurrent ([[Type:bool|bool]]) ===
=== CloseCurrent ([[Type:bool|bool]]) ===

Latest revision as of 00:54, 12 September 2024

Focus World
*
OnNotFound
URL
OnFocused
WorldLink
CloseCurrent
World

The Focus World node allows a user to focus on a world by giving it a ressession link as the Url. If the world exists (as in, already opened for the user, or available as a headless) it will work as expected. If there is no world that is open already that the ressession link is referring to, it will fail.

Headless worlds would normally have a SessionID that is consistent that you can use to make into a resession link, allowing you to open and join these worlds with ease.

This node is also useful when making Exit Strategies, as you can set it up to where if the world is valid to focus, you can close the current world, and have the node continue from here to play a particle effect, a sound, and much more.

If you are the Host User, closing the world with this node will not work (it will just defocus you instead). There is a bug that if you just saved the world, while it is syncing, then close this world using this node, it will close the world for everyone.

Inputs

* (AsyncCall)

Calls from an impulse to begin focusing a world.

URL (Uri)

The ressession link needed to focus a world.

WorldLink (IWorldLink)

The link to a world (using the WorldLink component). This can be an alternative way of focusing a world.

CloseCurrent (bool)

Should this node close the current world after we focus to a different world.

Outputs

OnNotFound (Continuation)

Fires when there is no world to focus on or the world link is not valid.

OnFocused (AsyncCall)

Fires when we successfully focus a world (and only fires in that current world, not the world we are focusing to).