nanos world
Create
Log in
Sign up
Roadmap
Feedback
Game Ideas
377
Boards
Game Ideas
Achievements
Powered by Canny
Game Ideas
Please add as much as context, details and use cases as possible!
This is important so we can prioritize it correctly and make the best design decisions based on your real needs!
Details
Category
Showing
Trending
Sort
Trending
Top
New
Filter
Under Review
Planned
In Progress
Complete
posts in
All Categories
All Categories
Menus & UI (49)
Loading Screen (4)
Settings (12)
New Game (6)
Find Servers (0)
Server (24)
CLI (0)
Console (6)
Vault (16)
Design & Art (2)
Game Feature (119)
Gameplay Change (7)
Scripting Feature (426)
Third Party Integration (25)
New Entity (15)
API Change (50)
WebUI (4)
Websites (6)
Store (2)
Landing Page (0)
Docs (3)
[CharacterSimple] add :SetRagdollOnDeath
Add a way to prevent a character simple from being ragdolled on death
0
4
[BasePawn] Move `LookAt` to BasePawn class
If possible, moving the LookAt function to the BasePawn would allow it to be used on a CharacterSimple
0
2
[CharacterSimple] Add `SetAnimationBlueprintPropertyValue`
This would avoid creating anim BP functions just to change one property
1
2
SetPreventTransmit
add API control to hide any character or entity for a certain player ,network blocking, disabling collisions and all logic automatically. My main motivation to get this feature is : Recreate my ESP based anticheat ( VigilantEYE ) that I created on garrys mod But there are other use cases : Bandwidth/Rendering cut: don’t send/render junk entities a client doesn’t need. Stealth/cloak mechanics: server-enforced invisibility. Scripted events: hide entities during cutscenes or triggers.
0
4
[Character/CharacterSimple] Serverside event when animation trigger by PlayAnimation ends
On the server we can play an animation with https://docs.nanos-world.com/docs/scripting-reference/classes/character-simple#function-playanimation However, there is no event telling us when this animation has ended. This would be great to have an event telling us when the animation has finished.
0
4
Add GetEntityMatrix and SetEntityMatrix
Exposing GetEntityMatrix and SetEntityMatrix would give developers much more control over entities. Instead of being limited to location, rotation, or scale separately, we could read and override the full transformation matrix.
0
1
Local player camera attachment support for entities
Add a way to attach client-side entities to the player's camera, keeping them fixed in screen space for things like HUD elements
6
6
[Blueprint] Convert asset references to soft object refs
For example, passing nanos-world::SM_Cube to :CallBlueprintEvent would convert it into an object soft reference
1
·
planned
5
Collision event
That would be great to have a new event for detecting when collision occurs between Actors. As discussed something like this: myEntity:Subscribe("Collision", function(ortherEntity, ...) end) You mentioned it might be problematic if its enabled by default on everything so we suggested the event should be opt-int with something like entity:EnableCollisionEvent()
1
·
planned
20
[Sky] Add :SetFogColor or add parameter to :SetFog
I'm suggesting 2 ways of doing it: Adding a new method :SetFogColor to set the color of the fog by passing a Color type value as 1st parameter. Edit :SetFog method to add a second parameter to set the color of the fog (still Color type) but optional. In my opinion, first one is better because you actually know what the method is doing, and it match with another method named SetVolumetricCloudColor.
0
3
Load More
→
Powered by Canny