Core Games Documentation

website·Indexed 35 days ago

https://docs.coregames.com/api/

Developer documentation and tutorials for Core Games, featuring a comprehensive API reference for classes such as Projectile, UIImage, and PhysicsObject. Includes guides on Lua scripting, persistent storage, visual effects, scene creation, and implementing game systems like perks, abilities, and race timers.

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What's inside Core Games

  1. Overview of Physics Objects

    A Physics Object is a CoreObject with simulated physics that interacts with gravity, players, and other objects. It implements the Damageable interface, allowing it to take damage and be destroyed. By default, Physics Objects placed in the Hierarchy are networked, meaning all clients see the same simulation. For performance optimization, networking can be disabled by placing the object in a Client Context, which is ideal for visual effects like debris, though it prevents the object from receiving damage from networked weapons.
  2. Overview of NetworkContext

    NetworkContext is a CoreObject that represents a special folder containing client-only, server-only, or static objects. It inherits all functionality from CoreObject but does not have unique properties of its own.
  3. Overview of the Inventory CoreObject

    The Inventory is a CoreObject that acts as a container for InventoryItems. Items enter an inventory by being added directly, picked up from an ItemObject in the game world, or transferred from another inventory. An Inventory can be assigned to a Player, and a single player can own multiple inventories.
  4. Overview of the Leaderboards API

    The Leaderboards namespace allows developers to retrieve and update player leaderboard data. This system provides persistence for high scores associated with the game globally. To use the API, you must first create a Global Leaderboard in the Core Editor (Window > Global Leaderboards) and assign that leaderboard to a NetReference custom property on a script or object.
  5. Overview of UIEventRSVPButton

    The UIEventRSVPButton is a specialized UIControl designed for players to register for game events. It provides a consistent user experience across games and inherits from UIControl. It is similar to UIButton but specifically tailored for event registration.
  6. Overview of Game Events

    Game Events are used to increase player engagement and retention. They allow developers to create time-limited events that can be browsed by users on the game details page. Common use cases include awarding double XP, double coins, or other resource bonuses while an event is active.
  7. Overview of StaticMesh

    StaticMesh is a static CoreMesh that can be placed in a scene. While they can be moved at runtime (if networked or client-only), the mesh itself cannot be animated. For meshes requiring animations, use AnimatedMesh.
  8. Overview of Core Game Events

    Game Events are tools used to increase engagement and retention. They are visible to users browsing all events or on specific game details pages. Note that Game Events are distinct from the Events API; while Game Events are managed via the portal, the Events API is used for broadcasting from Lua scripts.
  9. Introduction to scripting in Core

    Core uses the Lua programming language for scripting, allowing developers to create specific gameplay options, program entity movement, and create random events or sequences. Scripts in Core behave like objects: they appear in the Project Content, can be dragged into the Hierarchy, and are created via the 'Create Script' button in the Top Toolbar. To view script outputs and errors, use the Event Log.
  10. Overview of IKAnchor for player animation control

    IKAnchors are objects used to control player animations by specifying the position of specific body parts, such as hands, feet, or hips. They can be manipulated via script to create complex procedural animations by blending the IK target with the underlying animation system.
  11. Overview of SmartObject

    A SmartObject is a top-level container for complex objects that inherits from CoreObject. Note that certain standard properties, such as collision or visibility, may not be respected by a SmartObject.
  12. Overview of IK Anchors for player animations

    IK Anchors are a system used to modify player animations by controlling specific joints (bones) on the player model. They allow creators to customize how the player skeleton moves, complementing the standard animationStance property and Ability-based animations.