Core Scenes - Everything you need to know Core Scenes - Everything you need to know Welcome to this tutorial on Core Scenes! In this tutorial, you will learn: What are scenes, the problems they solve and their benefits How to create, delete, publish and depublish scenes What is a Main Scene and how to set it How to transfer individual and group of players to different scenes An editable Core project was published under the name
Game Events and How to Design Them - Core Creator Forums Core provides a system of Game Events and with it, a new way to engage players with your game However, slapping any ol’ event on top of your game will have limited results and could even squander the potential of your game Below is my approach to designing and implementing game events, based on years of experiments and experience in this area _ Basics Not to be confused with Lua events
Latest News topics - Core Creator Forums The Core Creator Discord is a place for the community to to share their Core creations, learn from each other, or just hang out and talk Here on the Creator Discord, you can Join us for community events and share … 2: 6673: January 29, 2020
Guide - How To Price Items - Tutorials - Core Creator Forums Learn A Methodology For Pricing Items In Your Core Games This post is part of a series of articles discussing game monetization concepts and strategies in Core The goal of this series is to help creators improve the monetization in their games by sharing knowledge and information, as well as learning from the experiences of the Core community If you would like to contribute your own article
A Comprehensive Guide to the Racing Framework - Tutorials - Core . . . Core will reset the position and rotation of linked object (set to 0, 0, 0) By linking the group the children mesh will maintain their position and rotation as you have set in the editor Select the Advanced Car - Sedan in the hierarchy and lets rename it to Mecha Ship (or to your own vehicle name)
Advanced Code Architecture for Core, Part 2: Entity-Component-System Because code in Core games often needs to integrate with frameworks and code from other creators, Entity ID's should be System-specific, to support modular design Each System should have its own registry of relevant game objects, and assign System-specific ID's, instead of depending on a global registry for Entity ID's like in typical ECS architecture