VoidInteractDOCUMENTATION2.0.0
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Compatibility and testing

Check the controls, motion and access rules in your own experience before relying on them.

Devices and input

Check keyboard, mouse, controller and touch interaction on the devices your experience supports. Test camera movement, nearby prompt selection, short taps, hold cancellation and custom bindings. Studio emulation helps with layout, but does not replace testing on physical devices.

Check an assembly

  1. Keep the moving leaf, sash or tray separate from its frame.
  2. Preview the entire opening path, including handles, trim and corners.
  3. In Play, open and close from each intended approach and linked button.
  4. Place an obstruction in the path and check the stop, retry and reopening behavior.
  5. Try nearby mechanisms individually and confirm the intended one moves.

Imported-mesh collision geometry may differ from its appearance. Large assemblies and large-world performance require individual validation.

Check access and automatic continuation

Try a mechanism with and without its required key or card, outside its reach and while disabled. Check team restrictions and linked switches too. If you enable auto-resume, test blocked movement, changed access, player death and departure in your game. Use Stay stopped when you want the player to explicitly choose the next action.

Multiplayer and streaming

Use multiple clients to check simultaneous input, shared lamp state and players with different access permissions. With StreamingEnabled, test complete unloading and reloading of your assemblies. Check performance with the number and size of mechanisms your experience uses.

Editing and saved work

On a copy of your place, test viewport dragging, shortcuts, Undo/Redo, save and reopen. Inspect both saved behaviors and unapplied drafts. Check that your existing game scripts do not move the same assemblies.

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