Skip to main content

Stop, catalyst for action

  • Stop is the Septopus Engine's mechanism for limiting the Player's movement. This can be achieved by setting a Stop adjunct, or by setting the adjunct's stop property.

  • The Septopus engine extracts the stop function separately and performs calculations every time the position of the player changes to determine whether it can move normally.

  • In Edit Mode, the blocking body is also valid, which can facilitate the Player to arrange the scene.

Stop Definition

  • Starting from the bottom of the Player's feet, if the Stop height is within the Player's reach, the Player's standing height is set to the top of the Obstacle. For spherical Obstacles, the calculation is performed as if they were standing on the sphere.

  • Stop can block the upward movement of the Player head. Stop in adjacent Block can also block the movement of the Player.

Stop Types

  • In order to adapt to different terrains, different types of barriers are provided for processing.
Type of StopMain Features
BoxA box-shaped barrier used to block and raise the player's standing height
BallMainly used to handle complex terrain, such as bumpy roads

Abnormal Situation

  • Blockers can sometimes "penetrate" the player. This happens when the player's movement speed is too fast, and the difference between their previous and next positions is greater than the Stop's dimensions, causing the player to pass through the Stop, like a wall. To prevent this, set the Stop to a sufficient thickness, recommended to be at least 0.2 meters. If the player's movement abilities are enhanced during gameplay, further thickness may be required.

  • Stop can cause imprisonment. This occurs when a player's current tile is updated and a Stop is placed where they are standing, preventing them from moving. This requires the player to jump directly to a different block to resolve the issue. When a player jumps into a block, the system automatically calculate their position, preventing imprisonment.