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smart-items's Issues

If I scale a trigger area, it still takes up 1 x 1 x 1

It looks like it doesn't matter how big I make a trigger area, the area that matters is still the 1x1x1 size of the original cube.

Try stretching a trigger area as much as you can, and still it only activates if I walk into the center of the cube

Sound area smart item

An invisible volume (like the click area or trigger area), that plays a sound at a consistent volume when inside the cube.

This should nest an invisible entity to the camera, to make it play a sound while inside

It should come with some default short loop of music, as a reference. Users can then swap that for their own sounds.

Simplified view should include

  • File
  • Volume

dcl start not working

Copied a smart item folder
Installed dependencies
Updated decentraland-ecs
dcl start

Now the scene is empty.
image

Go to Start & Go to End order

When I look at the list of actions from a platform in basic mode, I see the listed items in this order

  • Go to Start
  • Go to End

Which initially feels like the most logical order. But it's misleading. It makes a lot more sense to do:

  • Go to End
  • Go to Start

Because the most common and basic action is going to the en.
One way to think about it is Go to End = Open door, Go to Start = Close door

If you tell a platform in its initial stage to go to start, it will move in the opposite direction that it's meant to move

Buttons are activated with Click, not E

We should have a consistent default way to interact with all items. Currently all use the key E, but the buttons still use the mouse click

This will be more of a problem in the new client, where you use clicks to drag the view, so might accidentally click by accident.

The default hover text should no longer say "click", but instead "push" or "press"

In the simplified view, we should also expose the button field and the hovertext field, as we do for other items, in case the creator wants the hover hint to say what actions the button does when pressed.

Platform Looping only on Autostart

I can't have a platform that loops but doesn't autostart

Steps:

  • Add a platform
  • check the box Loop but not Auto start
  • Add a button that tells the platform Go to End

You expect the platform to start its path and keep looping from that point onwards
Instead the platform goes to the end and stays there, ignoring the Loop property

I would have to manually set up actions when end reached and when start reached, which feels more for the advanced mode.

I can't do a tween that lasts 1.5 seconds

When I'm selecting the duration of a tween, I can only select full numbers. I can't pick for example a second and a half.
Even if I manually write the number on the side, it rounds it back to 1

Move player here action too low

When using the Move Player Here action, the player's height appears to be too low when above the ground level

Strangely, when it's on the ground level it works fine, but not if I try to move to an elevated spot. See the video

Screen.Recording.2024-04-29.at.5.57.48.PM.mov

"dcl pack" is not packing the code files in the item.zip

While following the document on smart items, I tried running the "dcl pack" command for one of the smart items from this repository.
The item zip created does not contain the code files.

Same is the behavior if I am trying to create a smart item from scratch using "dcl init" and then trying to bundle it using pack command.

Clarify Primary and Secondary buttons

On the Interaction field of several items we see the options Primary and Secondary. This is not obvious enough to new users.

Let's change the text to be more explicit

  • Primary (E)
  • Secondary (F)

Play an emote Action

Make the player perform an emote

This should support

  • A dropdown of default emotes
  • Fetching an emote from a file

From the SDK each is done via a different function

It's no longer necessary to handle any permissions to do this

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