Totally fair
Vainstains
Creator of
Recent community posts
Console Documentation
To open the console, press the backquote key (`) on your keyboard.
You can enter commands into the console by typing them in and pressing enter. To close the console, press the backquote key again.
Commands
Command notations are the name, followed by arguments, if any.
EX: command [arguments]
means command
followed by a value which must not contain spaces, or it will be parsed as 2 arguments.
EX: command [arguments]...
means command
followed by anything. all following parts will be concatenated with a seperating space, EX the binds
command.
-
help [command name]
Displays a list of available commands or the help message for a specific command. -
setpos [x] [y] [z]
Sets the position of the player character to the specified coordinates. -
setvel [x] [y] [z]
Sets the velocity of the player character to the specified vector. -
walkspeed [speed | default]
Sets the ground movement speed of the player character. Can be set to a number or to the default value. -
airspeed [speed | default]
Sets the air movement speed of the player character. Can be set to a number or to the default value. -
counteraccel [value]
Sets the counter-acceleration value for the player character’s movement. Counter-acceleration is just the force that slows you to a halt when walking. -
jumppower [value]
Sets the jump power for the player character. -
looksens [value]
Sets the sensitivity of the player character’s camera. -
airstrafemode [0 | 1]
Sets the style of air-based movement.0
enables a freer Karlson-style air control system, while1
enables a dot product based limit, similar to Quake III, TF2(both games), Counter-Strike, etc -
god [0 | 1]
Toggles god mode for the player character with noclip, fly and infinite gun grab reach. -
debug [0 | 1]
Toggles debug mode. -
gravity [value]
Sets the gravity value for the game. -
playergravity [value]
Sets the gravity value for the player character. -
togglefullscreen
Toggles full screen mode. -
screenresolution [width] [height]
Sets the screen resolution to the specified dimensions. -
lua [run | reloadall] [script name]
Runs or reloads the specified Lua script. (documentation to come) -
editor
Toggles the in-game editor, based on GILES and is very buggy and I do not recommend it. -
timescale [value]
Sets the time scale of the game. -
spawn [prefab name]
Spawns the specified prefab. -
listspawn
Lists all available prefabs. -
canchopchop [0 | 1]
enables or disables the ability to chop most objects with the sword. -
loadscene [scene name]
Loads the specified scene. -
switchscene [scene name]
Switches to the specified scene. -
unloadscene [scene name]
Unloads the specified scene. -
listscene
Lists all available scenes, and specifies the one you are in. -
loadcustomlevel [level name]
Loads the specified custom level. -
graphics [level/gi/post/default] [effect name] [value]
Sets the graphics settings for the game.graphics level 0
sets the graphics to ultragraphics level 6
sets the graphics to horriblegraphics post [bloom/moblur/ao/chromab/vignette/alleffects] [1/0]
sets individual post processing effects.graphics gi [1/0]
INCREDIBLY BUGGY AND ALSO LAGGY!!! Realtime voxel GI based on sonicether’s SEGI. -
playerscale [value]
Sets the scale of the player character. buggy. -
join [IP address] [username]
Joins a multiplayer game with the specified IP address and username. (multiplayer still WIP, no server software distributed yet) -
leave
Leaves the current multiplayer game. (multiplayer still WIP, no server software distributed yet) -
err
Prints the last unity error message. -
anchor
Creates an anchor on the physics object the player is looking at. -
spring [value]
Creates a spring on the physics object the player is looking at, with specified strength. -
phys [mass/drag/usegravity] [value | 0 | 1]
Sets the physical properties of the physics object the player is looking at. -
transform [scale] [x] [y] [z]
Transforms the object the player is looking at, not necessarily a physics object but must have a collider. currently, scale is the only option. EX for clarity:transform scale 1 2 3
-
remobj
Removes the object the player is looking at, not necessarily a physics object but must have a collider. -
posgizmo
Add a position gizmo to the object the player is looking at, not necessarily a physics object but must have a collider. drag any axis with left mouse, and remove by looking at any axis and pressing right mouse -
binds [NO-ARG/set] [keycode] [command]...
Manage command bindings.binds
prints all current keybinds.binds set [keycode] [command]...
sets the keycode to execute the command. EX:binds set P spawn pistol
You can bring objects between dimensions.
Like in most games with boxes, press 'e' to pick it up.
maybe I didn't make it super obvious, sorry. The orange door is used to travel between dimensions. The blue hologram represents an object in the other dimension. A red hologram is the same but it has a collider.
how did you know
edit: its more than a ripoff, for one it isnt endless, it has an editor, the mechanics are more numerous(and different), and multiplayer is in consideration. i was definitley inspired by it. the creation is actually kinda interesting:
a while ago i created swing racer, but back then it was vr. it didnt work well but was fun, but the swinging was inconsistent. then a year later i made this game as Swing Racer:2D. works much better as a 2d game.
then i dropped it, and remade it under the full Swing Racer name, instead of the old Swing Racer:2D name.
then a year later i published it, which was 2 weeks ago.
TLDR: well yes but actually no.
Thanks! I'll redesign the tutorial to start higher up. Something that some might notice that isn't specifically said in the tutorial is the rope becomes completely solid after it stabilizes, so it's best to grapple when your motion is perpendicular to the direction to the grapple. In other words, it's best to be as smooth about the movement as you can be, and the timing is crucial to your speed.
Thank you! I'm not sure what could've gone wrong, but just in case, in swing racer the click able boundary(the large circle)'s radius is proportional to the player's speed. Also I am working on more levels, and the game will release as a non demo version when I finish multi-player.
[Edit] which stage was it on? The tutorial is split into 3 stages.