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META HORIZON WORLDS
LEARN TO CREATE
INTRO TO CREATION
INTRO TO HAND TOOLS
INTRO TO GIZMOS
INTRO TO SCRIPTING
PUBLISHING
LOCAL SCRIPTING
EVENTS
MOTION
ACTIONS
RESOURCES
BROWSE TUTORIALS
MOTION
INSTANT MOTION
MOVE TO
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Instantly moves the object to the coordinates provided.
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MOVE BY
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Instantly moves the object relative to its current position.
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ROTATE TO
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Instantly rotates the object to the rotation provided.
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ROTATE BY
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Instantly rotates the object by adding the rotation to the current rotation.
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SCALE TO
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Instantly scales the object to the value provided.
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SCALE BY
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Instantly scales the object to the value provided.
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MOTION OVER TIME
MOVE TO OVER TIME
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Moves the object to the coordinates provided over time.
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MOVE BY OVER TIME
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Moves the object relative to its current position over time.
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ROTATE TO OVER TIME
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Rotates the object from its current rotation to the provided rotation over time.
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ROTATE BY OVER TIME
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Rotates the object from its current rotation by the given rotation over time.
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SCALE TO OVER TIME
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Scales the object from its current scale to the scale provided over time.
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SCALE BY OVER TIME
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Scales the object over time by adding the supplied scale to its current scale.
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PLAYER MOTION
RESPAWN PLAYER
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Moves and rotates a player to a spawn gizmo.
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SET PLAYER SPEED
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Change the speed at which the player moves in the world.
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SET PLAYER GRAVITY
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Change the gravity that is applied to a player.
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PHYSICAL MOTION
DISABLE OBJECT PHYSICAL MOTION
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Locks a physics object in place.
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ENABLE OBJECT PHYSICAL MOTION
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Unlocks a physics object that had previously been locked, allowing it to be moved again.
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PUSH
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The object's velocity becomes equal to its current velocity plus the given velocity.
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PUSH WITH MASS
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The object's velocity is adjusted by the given velocity divided by the object's mass.
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PUSH IN LOCAL SPACE
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Push in local space orients your velocity to the local object’s axis rather than the world’s axis.
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PUSH IN LOCAL SPACE WITH MASS
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Push in local space orients your velocity to the local object’s axis rather than the world’s axis. The object is then pushed with mass, meaning smaller objects move further.
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SPIN
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The object's angular velocity becomes equal to its current angular velocity, plus the given angular velocity relative to its rotation in the world.
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SPIN IN LOCAL SPACE
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The given angular velocity is added to the object's current rotation along its axis.
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STOP PHYSICAL MOTION
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The object's velocity and angular velocity are negated and become zero.
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LAUNCH FROM OBJECT
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Allows you to launch an object from a position with speed.
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Rift
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