Dialogs / Target Users
TargetedDialogCallback
Targets a dialog at a named user and handles the selected button result.
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Interaction / Self Object
InteractableSelf
Makes the script object clickable and shows a dialog when a user interacts with it.
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Objects / SceneObject
SceneObjectReference
Uses a SceneObject field, hides its renderer, and reports the target id.
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Objects / Per-User Visibility
RendererVisibleForUser
Makes a slotted button interactable and toggles a target renderer independently for each user. Private visibility resets when the user rejoins.
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Objects / Smooth Moving Lights
LightControlLerp
Runs multi-light dance patterns with timed rotation waypoints. The server sends only a modest number of commands while each client and the shared instance interpolate smoothly between them.
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Objects / Directional Lights
DirectionalLightSwitch
Uses a slotted button to switch a directional light on and off, then sends the current shared light state to joining users.
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Materials / Emission Lists
MaterialEmissionListDemo
A glow switch: click a button and the chosen objects (with everything inside them) fade into a glow, click again and they fade out. Pick the colour, strength and fade time in the Inspector; optionally a colour per object. Uses SetObjectGlow / ClearObjectGlow.
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Players / Emotes
PlayerEmoteControl
Toggles an emote on the person who clicks, everyone, or a named user. Pick the emote in the selectedEmote dropdown in the Inspector: it lists your own emotes, uploaded or bought in the Avatar Editor.
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Players / Avatar Clones
AvatarCloneControl
Spawns a server avatar clone by username (in one of their outfits by name, or the one they wear), toggles the emote picked in its selectedEmote dropdown, drops it as a ragdoll and stands it back up, slots it into a sitpoint, and destroys it through the cached clone reference.
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Players / Scale
PlayerScale
Interactable that toggles scale for the clicking user, everyone, or a named target.
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Players / Character Physics
CharacterPhysicsModes
Player ragdolls: a Drop button (with an optional push) and fall trigger zones turn the player into a ragdoll that falls onto whatever is below; a Stand button and recover timers get them up again. Ragdoll strength, gravity, drag, friction and bounce are set in the Inspector. Optional audio object slots.
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Users / Lifecycle
UserJoinPart
Overrides user join and part callbacks for simple presence logging.
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Users / Enumeration
ForEachUser
Runs a repeating coroutine that logs active users through ForEachUser.
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Script Events / Sender
PostScriptEventsSender
Posts global and grouped script events with structured name/value data.
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Script Events / Receiver
PostScriptEventsReceiver
Listens to global and grouped script events and reads typed payload values.
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Chat / Slash Commands
ChatCommandRouter
Listens for a custom slash command, reads the sender and arguments, and adds a [Script] chat response.
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Triggers / Self Object
TriggerSelf
Registers enter and exit callbacks on the script object.
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Triggers / Target Object
TriggerSceneObjectSlot
Registers enter and exit callbacks on a SceneObject trigger slot.
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Triggers / Audio
NamedTriggerSoundOnce
Plays a target audio source when a matching object enters a trigger, with name filtering and cooldown.
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Triggers / Reset
ResetTrigger
Resets players with TeleportPlayer and dynamic rigidbodies with transform client commands.
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Audio / Collisions
CollisionVelocitySound
Plays an impact sound when objects bump into each other, higher the faster they meet. Put it on a moving physics object, or on a still object (a wall, a bell) that physics objects hit. Hits on objects whose name contains a word you choose can play a different sound. Uses RegisterCollision.
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Animation / Legacy Control
Rollercoaster1
Controls a legacy Animation with synced random frame, play, stop, and reset (back to frame 0) interactions. Up to two cart sounds (objects with an Audio Source inside the carts) are pitched by how fast their cart moves with SetAudioPitchByMotion: silent and low when the ride stands still, higher the faster it goes.
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Spritesheets / Hints
Spritesheet
Variant of the spritesheet button example with interaction hint text.
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Inventory / Spawning
InventorySpawner
Spawns an inventory item from a click target, caps total spawned objects, and despawns after a timeout.
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Sitpoints / Occupancy
SitpointDetection
Responds to user sit and stand events for a watched sitpoint.
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Sitpoints / Input
SitpointVehiclePrototype
Registers sitpoint input and applies movement forces to build a prototype vehicle controller.
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