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	<updated>2026-04-13T04:15:00Z</updated>
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	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=Shadwen_prefabs&amp;diff=563</id>
		<title>Shadwen prefabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.frozenbyte.com/index.php?title=Shadwen_prefabs&amp;diff=563"/>
		<updated>2020-04-06T16:18:05Z</updated>

		<summary type="html">&lt;p&gt;AlexanderJohr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Level art basics|-&amp;gt; Next tutorial (Level Art)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[shadwen_items|&amp;lt;- Previous tutorial (Items)]]&lt;br /&gt;
&lt;br /&gt;
This section covers the basics of creating and using prefabs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level path in Shadwen Public Editor&#039;&#039;&#039;: &#039;&#039;&#039;&#039;&#039;\data\mission\editor_tutorial\07_prefabs&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Prefabs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prefabs are sets of types that help you make usable content more quickly.&lt;br /&gt;
Their contents can vary from just a floor and a wall to entire buildings.&lt;br /&gt;
They can easily be modified locally too if you want to make slight &lt;br /&gt;
alterations to the prefab without changing the original prefab itself.&lt;br /&gt;
&lt;br /&gt;
You can find  prefabs in &#039;&#039;&#039;Categories&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Category root&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;block_sets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Parenting objects===&lt;br /&gt;
It&#039;s very common to combine art and collisions so that when collision is moved so will the art. Parenting pretty much means connecting one object to another. The one object that holds the other ones is the parent. If you move the parent, everything connected to it moves too.&lt;br /&gt;
&lt;br /&gt;
===Master objects===&lt;br /&gt;
Master objects work pretty much the same way as parenting does. When you create a prefab you have to drag the prefab icon if you want to move the whole prefab and that can get inconvenient when the icon is inside the prefab. If you make a collision in the prefab a master object you can move it instead of the icon. This can make working easier and faster.&lt;br /&gt;
You can make your prefab&#039;s collision into a master object by right clicking the collision and choosing &#039;&#039;&#039;Prefab type - Set master object&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Creating prefabs==&lt;br /&gt;
&lt;br /&gt;
Here is the process of creating a simple prefab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Tutorial_prefab_1v2.png|thumb|none|400px|Wall art and collision]]&lt;br /&gt;
The example will be a wall piece so a rockcollisionhelper and some wall art is needed.&lt;br /&gt;
&lt;br /&gt;
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[[File:Tutorial_prefab_2v2.png|thumb|none|400px|Art partially inside collision]]&lt;br /&gt;
The art should be set slightly inside the collision for the best possible effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parenting===&lt;br /&gt;
[[File:Tutorial_prefab_4v2.png|thumb|none|400px|Setting parent part 1]]&lt;br /&gt;
Next Parent the art into the collision. Right click on the art and choose &#039;&#039;&#039;set parent&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[File:Tutorial_prefab_5v2.png|thumb|none|400px|Setting parent part 2]]&lt;br /&gt;
Choose the rockcollisionhelper and click ok.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tutorial_prefab_3v2.png|thumb|none|400px|Final Step]]&lt;br /&gt;
Choose both objects and right-click them. Then choose &#039;&#039;&#039;Create &lt;br /&gt;
prefab from selection&#039;&#039;&#039;. Name your new prefab and you are done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Tutorial_prefab_6v2.png|thumb|none|400px|In most cases big prefabs consists of multiple smaller ones]]&lt;br /&gt;
When a prefab consists of smaller prefabs the main icon will be the same color as always but the smaller ones will be green to make it easier to spot the main prefab.&lt;br /&gt;
&lt;br /&gt;
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[[File:Tutorial_prefab_7v2.png|thumb|none|400px|You can copy an old prefab to make a new one. Just ignore the prefab icon]]&lt;br /&gt;
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&lt;br /&gt;
You can create a new prefab using an old one by just choosing everything else than the prefab icon and click &#039;&#039;&#039;Create prefab from selection&#039;&#039;&#039;. After naming it you can modify it and save it without having to worry about it destroying the original prefab.&lt;br /&gt;
&lt;br /&gt;
==Modification==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifying prefabs is pretty easy. If you make changes to a prefab the icon will change color until you either save those changes or undo them. Be careful about making changes though as there are two types of changes: Local and global ones. Global ones affect all prefabs of the same origin while locals only affect that one prefab you made the changes to. For example if you have a wall that consists of multiple&lt;br /&gt;
prefabs and you decide to change one in some way you should save it locally by right-clicking the prefab icon and choosing &#039;&#039;&#039;refab instance - Save all changes&#039;&#039;&#039;. This way the prefab you changed will be saved but the changes won&#039;t affect the other prefabs of the same name.&lt;br /&gt;
&lt;br /&gt;
You can save all the local changes from all prefabs with the  &#039;&#039;&#039;Check and save local changes to all prefabs&#039;&#039;&#039; button. You can find it next to the processing bubbles in editor.  The icon is the same as the &amp;quot;save&amp;quot; one but it has a P on it. The icon next to this icon is &#039;&#039;&#039;Unparent all prefabs&#039;&#039;&#039; which can be used if you feel like you have no use for prefabs anymore. &lt;br /&gt;
[[File:Prefab_buttons.png|thumb|none|400px| Local saving and unparenting icons.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prefab icon colors===&lt;br /&gt;
The prefab icon has four different colors. White prefab icon is the default one that indicates that everything works like it should.  When a bigger prefabs consists of multiple prefabs the prefabs inside the main prefab are green in color. If an object is moved in a green prefab it&#039;s icon color will turn yellow indivating that something has been changed but the change has not been saved. And lastly the red icon indicates that something in the white prefab has been changed and not saved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tutorial_prefab_8v2.png|thumb|none|400px|Red icon indicates made changes]]&lt;br /&gt;
If a prefab is changed in any way (an object is moved, removed etc) its  icon will turn red to indicate that something has been changed. You can get rid of it by either undoing the changes or saving them. If you decide to save them, right-click on the prefab icon and choose &#039;&#039;&#039;Prefab type - Save all changes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Tutorial_prefab_9v2.png|thumb|none|400px|Yellowish icon indicates change in an inner prefab]]&lt;br /&gt;
If the changes are made to a prefab inside a prefab the color of the small prefab will turn yellowish from its normal green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful tips==&lt;br /&gt;
If you have accidentally moved parts of prefab in a way you don&#039;t like and haven&#039;t saved it yet you can reset the prefab. Right click on the prefab&#039;s icon and choose &#039;&#039;&#039;Prefab instance - Reset prefab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you delete a prefab from your map make sure to do it by deleting the prefab icon so that it deletes every object in the prefab.&lt;br /&gt;
&lt;br /&gt;
=Creating new types=&lt;br /&gt;
&lt;br /&gt;
If you make any changes to a type like coloring a wall a different color, you should make a new type so that if you use it in a prefab there won&#039;t be any unnecessary trash types. You can create a new type by right clicking the type you want to change in the type tree and clickin &#039;&#039;&#039;inherit new type&#039;&#039;&#039; . Check the components you want to use in the new type, click ok and then name your new type. After that you can make all the changes you want to it and the original type will remain the way it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are not sure if you have made changes to a type that you are going to use in a prefab you can always create a prefab with the &#039;&#039;&#039;Create prefab from selection (as original types)&#039;&#039;&#039; that is below &#039;&#039;&#039;Create prefab from selection&#039;&#039;&#039; to make sure you are making a prefab without trash types.&lt;br /&gt;
&lt;br /&gt;
[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Level art basics|-&amp;gt; Next tutorial (Level Art)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[shadwen_items|&amp;lt;- Previous tutorial (Items)]]&lt;/div&gt;</summary>
		<author><name>AlexanderJohr</name></author>
	</entry>
	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=562</id>
		<title>Shadwen rope targets</title>
		<link rel="alternate" type="text/html" href="https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=562"/>
		<updated>2020-04-06T14:50:59Z</updated>

		<summary type="html">&lt;p&gt;AlexanderJohr: Typo: RopeTargetWoodCollisionHelperAimedopeTargetComponent ➡ RopeTargetWoodCollisionHelperAimedRopeTargetComponent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadwen_ai|-&amp;gt; Next tutorial (AI)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[dynamic_objects|&amp;lt;- Previous tutorial (Dynamic Objects)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial covers things related to Shadwen&#039;s rope item and teaches the basics of setting rope targets to your level in a correct way. While parts of this tutorial can also be used to help with the Trine editors, &#039;&#039;&#039;this tutorial page is heavily focused on Shadwen&#039;&#039;&#039;, so not all of it will be helpful for those working with the Trine Editors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rope Targets=&lt;br /&gt;
In Shadwen, if an object is made of wood, it&#039;s usually attachable by Shadwen&#039;s rope. In the editor, most of the wooden objects already function as rope targets by default. Below two components are needed to achieve this:&lt;br /&gt;
* &#039;&#039;&#039;AimedRopeTargetComponent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;BoxAreaComponent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ropetargetwood.png|thumb|right|400px|RopeTargetWoodCollisionHelper]]&lt;br /&gt;
{{StyledQuote|&amp;quot;&#039;&#039;&#039;RopeTargetWoodCollisionHelper&#039;&#039;&#039; is the easiest object to create rope targets with.&amp;lt;br&amp;gt;&lt;br /&gt;
This object can be found in the [[Type_tree|type tree]] under &#039;&#039;&#039;WoodCollisionHelper (ObjectEntity &amp;gt; object &amp;gt; Helper &amp;gt; CollisionHelper)&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use these objects as they are straight from the get-go, no alterations are needed for them to function as rope targets.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;RopeTargetWoodCollisionHelper&#039;&#039;&#039; can be found in the type tree from: &#039;&#039;&#039;InstanceBase -&amp;gt; Entity -&amp;gt;ObjectEntity -&amp;gt; object -&amp;gt; Helper -&amp;gt; CollisionHelper -&amp;gt; WoodCollisionHelper&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Making Rope Targets=&lt;br /&gt;
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===AimedRopeTargetComponent===&lt;br /&gt;
Inside the &#039;&#039;&#039;AimedRopeTargetComponent&#039;&#039;&#039; the first thing to look into is the &#039;&#039;&#039;Enabled property&#039;&#039;&#039;. This dictates whether or not the actual component is even used at all.&lt;br /&gt;
&lt;br /&gt;
[[File:aimenabled.png|thumb|none|550px|Enabling the component is vital]]&lt;br /&gt;
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===Target area===&lt;br /&gt;
[[File:aimedropetarget.png|thumb|right|500px|AimedRopeTargetComponent]]&lt;br /&gt;
{{StyledQuote|&amp;quot;Next up is choosing the area of the object which you can target with the rope. The properties that govern over this inside the component are &#039;&#039;&#039;WholePhysicsCanBeAttachPoint&#039;&#039;&#039; and &#039;&#039;&#039;AimTargetOffsets&#039;&#039;&#039;.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WholePhysicsCanBeAttachPoint&#039;&#039;&#039; means that the entire physical area of the object acts as a target for your rope. No matter where you try to connect the rope, it will attach.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AimTargetOffsets&#039;&#039;&#039; can be used to assign a certain point as the target for the rope. If you use this, you should see a small green wire sphere pop up in the middle of the object. This sphere marks the area which can be targeted with the rope. Then you can control where to place this sphere with the &#039;&#039;&#039;VC3 position&#039;&#039;&#039; under the AimTargetOffsets.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If you want only a certain part of an object to work as a rope target, you need to use &#039;&#039;&#039;AimTargetOffsets&#039;&#039;&#039;. To do this, press the [[file:plus.png|25px]] button next to the AimTargetOffsets. This will open up a sub section under the property. If you change the coordinates of the sub section you should see a small green sphere move around. This makes the area of the sphere to function as the target. You can assign multiple different spheres onto one object to act as targets. The default position of the sphere is (0,0,0) as in the center of the object. If you cannot aim into the area where the green sphere is you cannot use the rope on the object, so it is recommended to move the sphere(s) outside of the collisions of the object. If you are using multiple target points Shadwen will tie the rope to the nearest available spot. For example, if you want to use this method for a box, you will need the same amount of spheres as sides you want to be interacted with, ie. if all sides must be able to be roped you will need a minimum of 6 target points. &lt;br /&gt;
[[File:aimtargets.png|thumb|none|500px|The green sphere you see marks the area you can connect the rope to]]&lt;br /&gt;
&lt;br /&gt;
Technically you can have both of these on at the same time, but the WholeAreaCanBeAttachPoint will override the AimTargetOffsets, so there isn&#039;t really any reason to use them both at the same time. &lt;br /&gt;
&lt;br /&gt;
===Turning an object into a rope target===&lt;br /&gt;
[[File:treeaimedrope.png|thumb|right|400px|AimedRopeTargetComponent in the [[Type_tree|type tree]]]]&lt;br /&gt;
{{StyledQuote|&amp;quot;You can convert normal dynamic objects into rope targets by adding the &#039;&#039;&#039;AimedRopeTargetComponent&#039;&#039;&#039; and &#039;&#039;&#039;BoxAreaComponent&#039;&#039;&#039; into an object. Like any other component, you &#039;&#039;&#039;add them by selecting your object &amp;gt; Right click the object &amp;gt; Add component.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The easiest way to find these components is to use the search function. They can also be found in the [[Type_tree|type tree]] from: &#039;&#039;&#039;ComponentBase &amp;gt; AbstractAreaComponent &amp;gt; AreaComponentBase &amp;gt; BoxAreaComponent and ComponentBase &amp;gt; AbstractGameplayComponent &amp;gt; AbstractTargetableComponent &amp;gt; AimedRopeTargetComponent.&#039;&#039;&#039;&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;AimedRopeTargetComponent&#039;&#039;&#039; requires the &#039;&#039;&#039;BoxAreaComponent&#039;&#039;&#039; to function properly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ComponentBase &amp;gt; AbstractGameplayComponent &amp;gt; AbstractTargetableComponent &amp;gt; AimedRopeTargetComponent&#039;&#039;&#039; holds all the different variations of the component. The main ones to look for are under &#039;&#039;&#039;RopeTargetWood&#039;&#039;&#039;, but they are not the only ones you can us. &lt;br /&gt;
* &#039;&#039;&#039;ComponentBase &amp;gt; AbstractAreaComponent &amp;gt; AreaComponentBase &amp;gt; BoxAreaComponent&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
More information about adding components in the [[Dynamic_objects#Adding_Components|Dynamic Objects]] tutorial. &lt;br /&gt;
&lt;br /&gt;
[[File:treeboxarea.png|thumb|left|400px|BoxAreaComponent in Type tree]]&lt;br /&gt;
[[File:boxarea.png|thumb|none|500px|BoxAreaComponent]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{StyledQuote|&amp;quot;Some good components to use are &#039;&#039;&#039;AimedRopeTargetComponent(RopeTargetWoodCollisionHelperAimedRopeTargetComponent)&#039;&#039;&#039; and &#039;&#039;&#039;BoxAreaComponent(NinjaRopeTargetGameplayEntityBoxAreaComponent&#039;&#039;&#039;&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
All the different components function pretty much the same way, they have just been customized to optimally work on certain objects. It is good to check how the AreaComponent works, as you might want to tweak it in order to make it function properly for different shaped objects.&lt;br /&gt;
&lt;br /&gt;
[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadwen_ai|-&amp;gt; Next tutorial (AI)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[dynamic_objects|&amp;lt;- Previous tutorial (Dynamic Objects)]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlexanderJohr</name></author>
	</entry>
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