A Point-Based Blocker Behaviour


As a creator in The Sandbox, it is currently too inefficient to create blockers for the experience.

Let’s use the Rabbids template as an example.
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This is what creators have to set up to prevent players from falling out of the map:
330 instances, mostly using 256x256 custom-made blockers.

It could be much easier if we had a more flexible way to handle collisions.


A quick solution I drafted is to use a Point-Based Blocker Behaviour, where creators can add and remove points to create collisions with adjustable heights.
This allows creators to select points, snap them to the grid, insert and remove points in between.

Additional toggles:
Camera Clipping/Occlusion Zoom: Creators often want to prevent the camera from zooming in when near invisible collisions.
camera clipping
Connect Start/End Points: Quickly form a complete circle with this option.
Halo Effect: Gives the option to turn on a glowing outline to enhance visibility.

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If this request is implemented, it could improve optimization by reducing the number of instances needed to create blockers. It would save creators time when setting up collisions, also ensuring players are aware of the collision boundaries.

Feel free to discuss, add on or share any ideas you think are more suitable.

8 Likes

Your concept is really interesting! Another idea could be something using blocks.

I would even like something simpler from the Creator’s point of view.
My concept is a Block called "Invisible boundary block"

If it were possible to place a special block that is 100% transparent and has a toggle button to view it. This block has collision but doesn’t interfere with the camera.

In this way, the Creator could develop the Invisible barriers within the same level design blocking method, maintaining the use of blocks even to create important invisible barriers.

2 Likes

I see value in both recommendations. Personally, I find terraforming with the blocks to be painful, especially if you need to make adjustments down the road. I think the point-based system is preferential, especially for large area use. The invisible blocks could be useful for interior areas within a level.

2 Likes