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World

The global world variable is always available within the app scripting runtime.

.networkId: String

A unique ID for the current server or client.

.isServer: Boolean

Whether the script is currently executing on the server.

.isClient: Boolean

Whether the script is currently executing on the client.

.add(node)

Adds a node into world-space, outside of the apps local hierarchy.

.remove(node)

Removes a node from world-space, outside of the apps local hierarchy.

.attach(node)

Adds a node into world-space, maintaining its current world transform.

.on(event, callback)

Subscribes to world events. Currently only enter and leave are available which let you know when a player enters or leaves the world.

.off(event, callback)

Unsubscribes from world events.

.raycast(origin: Vector3, direction: Vector3, maxDistance: ?Number, layerMask: ?Number)

Raycasts the physics scene. If maxDistance is not specified, max distance is infinite. If layerMask is not specified, it will hit anything.

.createLayerMask(...groups)

Creates a bitmask to be used in world.raycast(). Currently the only groups available are environment and player.

.getPlayer(playerId): Player

Returns a player. If no playerId is provided it returns the local player.

.getPlayers(): […Player]

Returns an array of all players.