This commit is contained in:
Jan Racek
2026-03-29 09:34:46 +02:00
commit 1fdb223f5d
113 changed files with 17499 additions and 0 deletions

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# Test Scene Setup Guide
This guide walks you through building the PSXSplash test scene in Unity step by step. The scene exercises every major feature: player movement, collision, Lua scripting (all callbacks), cutscenes (loop + callback), UI, audio, triggers, interactables, persist, controls enable/disable, and scene transitions.
## Prerequisites
- SplashEdit package installed in Unity
- PSXSplash native project cloned and configured in the Control Panel
- The Lua files from `test-scene/lua/` copied into your Unity project's Assets folder
---
## Step 1: Create the Scene
1. File > New Scene (Basic Built-in)
2. Save as `TestScene` in your Scenes folder
---
## Step 2: Build the Room
Create a simple enclosed room for the player to walk around in.
### Floor
1. GameObject > 3D Object > Plane
2. Name: `Floor`
3. Position: (0, 0, 0), Scale: (3, 1, 3) (gives a 30x30 unit floor)
4. Add component: **PSX Object Exporter**
- Bit Depth: 8bpp
- Collision Type: **Mesh** (nav regions will be generated from this)
### Walls (4 total)
Create 4 stretched cubes around the edges:
| Name | Position | Scale |
|------|----------|-------|
| WallNorth | (0, 2, 15) | (30, 4, 0.5) |
| WallSouth | (0, 2, -15) | (30, 4, 0.5) |
| WallEast | (15, 2, 0) | (0.5, 4, 30) |
| WallWest | (-15, 2, 0) | (0.5, 4, 30) |
For each wall:
- Add component: **PSX Object Exporter**
- Bit Depth: 4bpp
- Collision Type: **Mesh**
---
## Step 3: Add the Player
1. Create an empty GameObject named `PSXPlayer`
2. Position: (0, 0, -10) (near the south wall)
3. Add component: **PSX Player**
- Move Speed: 2.0
- Sprint Speed: 4.0
- Player Height: 3.0
- Player Radius: 1.0
- Jump Velocity: 8.0
- Gravity: 15.0
---
## Step 4: Scene Exporter Setup
1. Select the scene root or create an empty `SceneSetup` object
2. Add component: **PSX Scene Exporter**
- Scene Type: **Exterior**
- GTE Scaling: 100
- Fog: Disabled (or enable for atmosphere)
- Scene Lua File: Assign `scene.lua`
---
## Step 5: Create the Objects
### Collectibles (3x)
| Name | Position | Lua File |
|------|----------|----------|
| Collectible1 | (-8, 1, 8) | collectible.lua |
| Collectible2 | (0, 1, 8) | collectible.lua |
| Collectible3 | (8, 1, 8) | collectible.lua |
For each:
1. GameObject > 3D Object > Sphere, scale (0.5, 0.5, 0.5)
2. Add **PSX Object Exporter**
- Bit Depth: 4bpp
- Collision Type: **Sphere**
- Lua File: `collectible.lua`
- Collision Radius: 2.0
### Spinner
1. GameObject > 3D Object > Cube, name: `Spinner`
2. Position: (-8, 1, 2), Scale: (1, 1, 1)
3. Add **PSX Object Exporter**
- Lua File: `spinner.lua`
- Collision Type: None
### Door
1. GameObject > 3D Object > Cube, name: `Door`
2. Position: (8, 2, 5), Scale: (0.5, 4, 3)
3. Add **PSX Object Exporter**
- Collision Type: None
- Lua File: `door.lua`
4. Add **PSX Interactable**
- Interaction Radius: 3.0
- Interaction Button: Cross
- Show Prompt: true
- Repeatable: true
### Door Blocker
1. GameObject > 3D Object > Cube, name: `DoorBlocker`
2. Position: (8, 2, 5), Scale: (0.5, 4, 3)
3. Add **PSX Object Exporter**
- Collision Type: **Mesh** (blocks the player)
- No Lua file needed - the door script finds it by name
### NPC
1. GameObject > 3D Object > Capsule, name: `NPC`
2. Position: (0, 1.5, 2), Scale: (1, 1.5, 1)
3. Add **PSX Object Exporter**
- Collision Type: None
- Lua File: `npc.lua`
4. Add **PSX Interactable**
- Interaction Radius: 3.0
- Interaction Button: Cross
- Show Prompt: true
- Repeatable: true
### Switch
1. GameObject > 3D Object > Cube, name: `Switch`
2. Position: (-8, 0.5, -5), Scale: (0.5, 1, 0.5)
3. Add **PSX Object Exporter**
- Lua File: `switch.lua`
4. Add **PSX Interactable**
- Interaction Radius: 2.5
- Interaction Button: Cross
- Show Prompt: true
- Repeatable: true
### Switch Target
1. GameObject > 3D Object > Cube, name: `SwitchTarget`
2. Position: (-5, 1, -5), Scale: (2, 2, 2)
3. Add **PSX Object Exporter**
- Active: true (the switch script will toggle it)
### Movable Object
1. GameObject > 3D Object > Sphere, name: `Movable`
2. Position: (5, 0.5, -5), Scale: (1, 1, 1)
3. Add **PSX Object Exporter**
- Lua File: `movable.lua`
- Collision Type: None
### Entity Scanner
1. GameObject > 3D Object > Cylinder, name: `Scanner`
2. Position: (0, 1, -8), Scale: (0.5, 1, 0.5)
3. Add **PSX Object Exporter**
- Lua File: `entity_scanner.lua`
4. Add **PSX Interactable**
- Interaction Radius: 2.5
- Interaction Button: Cross
- Show Prompt: true
- Repeatable: true
---
## Step 6: Trigger Boxes
### Cutscene Trigger (index 0)
1. Create empty GameObject, name: `CutsceneTrigger`
2. Position: (10, 0, 0)
3. Add **PSXTriggerBox**
- Size: (4, 4, 4)
- Trigger Index: 0
### Damage Zone (index 1)
1. Create empty GameObject, name: `DamageZone`
2. Position: (-10, 0, -10)
3. Add **PSXTriggerBox**
- Size: (4, 2, 4)
- Trigger Index: 1
### Scene Portal (index 2)
1. Create empty GameObject, name: `ScenePortal`
2. Position: (0, 0, 12)
3. Add **PSXTriggerBox**
- Size: (3, 4, 1)
- Trigger Index: 2
---
## Step 7: UI Canvases
### HUD Canvas
1. Create empty GameObject, name: `HUD`
2. Add **PSXCanvas**
- Visible: true
Add children with **PSXUIBox** or appropriate UI components:
| Name | Component | Position | Details |
|------|-----------|----------|---------|
| ScoreText | PSXUIText | Top-left (10, 10) | Text: "Score: 0" |
| StatusText | PSXUIText | Bottom-left (10, 220) | Text: "Welcome!" |
| HealthBar | PSXUIProgressBar | Top-right (220, 10) | Value: 100, Width: 80 |
### Dialogue Canvas
1. Create empty GameObject, name: `Dialogue`
2. Add **PSXCanvas**
- Visible: false (hidden by default)
Add children:
| Name | Component | Position | Details |
|------|-----------|----------|---------|
| DialogueText | PSXUIText | Center-bottom (40, 180) | Text: "" |
### Font
1. Create a **PSXFontAsset** (Right-click > Create > PSXFontAsset)
2. Assign your font texture
3. Reference it in the PSX Scene Exporter's font slot
---
## Step 8: Audio Clips
Add the following audio clips to the scene (via PSXAudioClip components or the scene exporter's audio list):
| Clip Name | Usage |
|-----------|-------|
| `collect` | Collectible pickup sound |
| `door_open` | Door opening sound |
| `switch_on` | Switch activation |
| `switch_off` | Switch deactivation |
These names must match what the Lua scripts pass to `Audio.Play()`. Use any short WAV files - they will be converted to PS1 ADPCM during export.
---
## Step 9: Cutscenes
Create the following PSXCutsceneClip assets and add them to the Scene Exporter's cutscene list:
### ambient_spin
A looping animation that rotates an object continuously (used with `loop = true`).
- 1 track: **Object RotationY** targeting `Spinner`
- Keyframes: frame 0 = 0.0, frame 60 = 2.0 (full rotation in 2 seconds)
- Interpolation: Linear
- Total frames: 60
### camera_flyover
A camera pan triggered by trigger box 0.
- Track 1: **Camera Position**
- Frame 0: Player position (0, 3, -10)
- Frame 30: Above room (0, 15, 0)
- Frame 60: Back to player (0, 3, -10)
- Interpolation: EaseInOut
- Track 2: **Camera Rotation**
- Frame 0: (0.15, 0, 0) (slight downward tilt)
- Frame 30: (0.5, 0, 0) (looking straight down)
- Frame 60: (0.15, 0, 0) (back to normal)
- Interpolation: EaseInOut
- Total frames: 60
### door_open
Animates the door object and camera for the door interaction.
- Track 1: **Camera Position** (pan to look at door)
- Frame 0: (current position, captured automatically)
- Frame 15: (7, 3, 2) (viewing angle on door)
- Frame 45: (7, 3, 2) (hold)
- Frame 60: (current position, blends back)
- Interpolation: EaseInOut
- Track 2: **Object Position** targeting `Door`
- Frame 15: (8, 2, 5) (closed position)
- Frame 45: (8, 6, 5) (moved up / opened)
- Interpolation: EaseOut
- Total frames: 60
---
## Step 10: Navigation Setup
1. Select the Floor and Wall objects
2. In the PSX Scene Exporter, configure navigation:
- Agent Radius: 1.0
- Agent Height: 3.0
- Max Step Height: 0.5
- Max Slope: 45
3. Bake navigation (this generates the nav regions from the floor mesh)
4. Verify the blue nav region overlay covers the walkable area
---
## Step 11: Export and Build
1. Open the SplashEdit Control Panel (Window > SplashEdit > Control Panel)
2. Go to the Scenes tab
3. Add `TestScene` as Scene 0
4. Go to the Build tab
5. Click **Export All Scenes**
6. Click **Build & Run** (for emulator) or **Build ISO** (for real hardware)
---
## What the Test Scene Verifies
| Feature | How it's tested |
|---------|-----------------|
| Player movement | Walk around the room |
| Jumping | Jump with Cross button |
| Collision | Walk into walls, they block you |
| Nav regions | Floor constrains movement |
| Gravity | Fall back down after jumping |
| onCollideWithPlayer | Touch the collectible spheres |
| onInteract | Press Cross near Door, NPC, Switch, Scanner |
| onTriggerEnter/Exit | Walk into the trigger boxes |
| onButtonPress/Release | Hold Square near the Movable object |
| onUpdate | Watch the Spinner rotate continuously |
| onCreate/onDestroy | Check debug log at scene load |
| onEnable/onDisable | Collect an item (disables it) |
| onSceneCreationStart/End | Check debug log |
| Cutscene.Play | Walk into trigger box 0 |
| Cutscene loop | ambient_spin runs from scene start |
| Cutscene onComplete | Door cutscene re-enables controls |
| Cutscene.Stop | Stop ambient when needed |
| Cutscene.IsPlaying | Door script checks before playing |
| Controls.SetEnabled | Disabled during cutscenes and dialogue |
| Controls.IsEnabled | Available for query |
| Camera.GetPosition | Used by movable.lua |
| Camera.SetPosition | Tested via cutscene camera tracks |
| Camera.SetRotation | Tested via cutscene camera tracks |
| Entity.Find | Door finds DoorBlocker, Switch finds SwitchTarget |
| Entity.FindByIndex | Scanner tests this |
| Entity.ForEach | Scanner iterates all entities |
| Entity.GetCount | Switch and Scanner log it |
| Entity.SetActive | Collectible, Switch, Door all toggle objects |
| Entity.IsActive | Switch checks target state |
| Entity.Get/SetPosition | Movable object moves via Lua |
| Entity.Get/SetRotationY | Spinner rotates via Lua |
| Vec3 (all functions) | scene.lua tests in onSceneCreationEnd |
| PSXMath (all functions) | scene.lua tests in onSceneCreationEnd |
| Audio.Play | Collectible, Door, Switch play sounds |
| UI.FindCanvas | scene.lua resolves HUD and Dialogue |
| UI.FindElement | scene.lua resolves text and progress bar |
| UI.SetText | Score, status, dialogue display |
| UI.SetProgress | Health bar updates on damage |
| UI.SetCanvasVisible | Dialogue canvas show/hide |
| Persist.Get/Set | Score persists across scene reloads |
| Scene.Load | Portal trigger reloads scene |
| Scene.GetIndex | Logged on scene start |
| Timer.GetFrameCount | Spinner logs periodically |
| Debug.Log | Used throughout all scripts |
| Input constants | NPC dialogue uses Input.CROSS |
---
## Debugging Tips
- Open the PSX Console window (Window > SplashEdit > PSX Console) to see Debug.Log output
- In PCSX-Redux, enable the Lua console to see printf output
- In Duckstation, check the CD-ROM debug window for drive state
- If something doesn't work, check the debug log for error messages from the Lua scripts

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-- ============================================================================
-- collectible.lua - Pickup item
-- ============================================================================
-- Tests: onCreate, onDestroy, onCollideWithPlayer, onEnable, onDisable,
-- Entity.SetActive, Audio.Play, Persist, self.active, self.position
local collected = false
function onCreate(self)
collected = false
Debug.Log("Collectible created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
end
function onDestroy(self)
Debug.Log("Collectible destroyed")
end
function onEnable(self)
Debug.Log("Collectible enabled")
end
function onDisable(self)
Debug.Log("Collectible disabled")
end
function onCollideWithPlayer(self)
if collected then return end
collected = true
Audio.Play("collect", 127, 64)
-- Update score via scene script global
addScore(100)
setStatus("Collected! +100 points")
Entity.SetActive(self, false)
end

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38
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-- ============================================================================
-- door.lua - Interactable door that plays an open cutscene
-- ============================================================================
-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
-- Entity.SetActive, Controls, Audio
local isOpen = false
function onCreate(self)
isOpen = false
Debug.Log("Door created")
end
function onInteract(self)
if isOpen then
setStatus("Door is already open")
return
end
if Cutscene.IsPlaying() then return end
isOpen = true
Audio.Play("door_open", 100, 64)
Controls.SetEnabled(false)
setStatus("Opening door...")
Cutscene.Play("door_open", {
onComplete = function()
Controls.SetEnabled(true)
setStatus("Door opened! Path is clear.")
-- Disable the door blocker object
local blocker = Entity.Find("DoorBlocker")
if blocker then
Entity.SetActive(blocker, false)
end
end
})
end

7
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-- ============================================================================
-- entity_scanner.lua - Scans all entities on interact (Entity.ForEach test)
-- ============================================================================
-- Tests: Entity.ForEach, Entity.GetPosition, Entity.IsActive, Entity.GetCount,
-- Entity.FindByIndex, onInteract
function onInteract(self)
setStatus("Scanning all entities...")
Debug.Log("=== Entity Scan ===")
Debug.Log("Total entities: " .. Entity.GetCount())
local activeCount = 0
local inactiveCount = 0
Entity.ForEach(function(obj)
local pos = Entity.GetPosition(obj)
local active = Entity.IsActive(obj)
if active then
activeCount = activeCount + 1
else
inactiveCount = inactiveCount + 1
end
end)
Debug.Log("Active: " .. activeCount .. " Inactive: " .. inactiveCount)
setStatus("Scan: " .. activeCount .. " active, " .. inactiveCount .. " inactive")
-- Test FindByIndex
local first = Entity.FindByIndex(0)
if first then
local pos = Entity.GetPosition(first)
Debug.Log("Entity 0 at " .. pos.x .. "," .. pos.y .. "," .. pos.z)
end
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-- ============================================================================
-- movable.lua - Object that can be pushed with button presses
-- ============================================================================
-- Tests: onButtonPress, onButtonRelease, Entity.SetPosition, Vec3 math,
-- Camera.GetPosition, Input constants, self.position
local pushing = false
function onCreate(self)
pushing = false
Debug.Log("Movable object created")
end
function onButtonPress(self, button)
if button == Input.SQUARE then
pushing = true
end
end
function onButtonRelease(self, button)
if button == Input.SQUARE then
pushing = false
end
end
function onUpdate(self, dt)
if not pushing then return end
-- Move toward the camera position (player) slowly
local myPos = self.position
local camPos = Camera.GetPosition()
local dir = Vec3.sub(camPos, myPos)
local dist = Vec3.length(dir)
if dist > 1 then
local norm = Vec3.normalize(dir)
local step = Vec3.mul(norm, dt)
local newPos = Vec3.add(myPos, step)
-- Keep Y the same (don't float)
newPos.y = myPos.y
Entity.SetPosition(self, newPos)
end
end

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-- ============================================================================
-- npc.lua - NPC with multi-line dialogue
-- ============================================================================
-- Tests: onInteract, onButtonPress, Controls, UI text,
-- scene-level dialogue system, Input constants
local talked = false
function onCreate(self)
talked = false
end
function onInteract(self)
if isInDialogue() then return end
if not talked then
talked = true
startDialogue({
"Hello, traveler!",
"Welcome to the test scene.",
"There are collectibles, a door,",
"triggers, and a portal here.",
"Press CROSS to advance dialogue.",
"Good luck exploring!"
})
else
startDialogue({
"You again?",
"Go find the collectibles!",
"There should be three of them."
})
end
end
function onButtonPress(self, button)
if not isInDialogue() then return end
if button == Input.CROSS then
advanceDialogue()
end
end

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-- ============================================================================
-- scene.lua - Scene-level script for the PSXSplash test scene
-- ============================================================================
-- Tests: onSceneCreationStart, onSceneCreationEnd, onTriggerEnter/Exit (scene),
-- Persist, UI, Audio, Controls, Cutscene, Scene, Timer, Debug, PSXMath
-- HUD handles (resolved in onSceneCreationEnd)
local hudCanvas = -1
local scoreText = -1
local statusText = -1
local healthBar = -1
local dialogueCanvas = -1
local dialogueText = -1
-- State
local health = 100
local inDialogue = false
local dialogueLines = {}
local dialogueLine = 0
function onSceneCreationStart()
Debug.Log("=== PSXSplash Test Scene ===")
Debug.Log("Scene index: " .. Scene.GetIndex())
-- Restore score from previous scene (tests Persist)
local score = Persist.Get("score") or 0
Debug.Log("Loaded score from persist: " .. score)
end
function onSceneCreationEnd()
Debug.Log("Scene creation complete at frame " .. Timer.GetFrameCount())
-- Resolve UI handles
hudCanvas = UI.FindCanvas("HUD")
if hudCanvas >= 0 then
scoreText = UI.FindElement(hudCanvas, "ScoreText")
statusText = UI.FindElement(hudCanvas, "StatusText")
healthBar = UI.FindElement(hudCanvas, "HealthBar")
UI.SetCanvasVisible(hudCanvas, true)
updateScoreDisplay()
updateHealthBar()
setStatus("Welcome! Explore the test room.")
end
dialogueCanvas = UI.FindCanvas("Dialogue")
if dialogueCanvas >= 0 then
dialogueText = UI.FindElement(dialogueCanvas, "DialogueText")
UI.SetCanvasVisible(dialogueCanvas, false)
end
-- Play ambient looping cutscene (tests loop feature)
Cutscene.Play("ambient_spin", {loop = true})
-- Test PSXMath functions
local clamped = PSXMath.Clamp(150, 0, 100)
local lerped = PSXMath.Lerp(0, 10, 1)
local sign = PSXMath.Sign(-42)
local abs = PSXMath.Abs(-7)
local mn = PSXMath.Min(3, 5)
local mx = PSXMath.Max(3, 5)
Debug.Log("PSXMath tests: clamp=" .. clamped .. " lerp=" .. lerped
.. " sign=" .. sign .. " abs=" .. abs .. " min=" .. mn .. " max=" .. mx)
-- Test Vec3 functions
local a = Vec3.new(1, 0, 0)
local b = Vec3.new(0, 1, 0)
local c = Vec3.add(a, b)
local d = Vec3.cross(a, b)
local dist = Vec3.distance(a, b)
Debug.Log("Vec3 tests: add=" .. c.x .. "," .. c.y .. "," .. c.z
.. " cross=" .. d.x .. "," .. d.y .. "," .. d.z
.. " dist=" .. dist)
end
-- ============================================================================
-- Scene-level trigger callbacks (PSXTriggerBox)
-- ============================================================================
function onTriggerEnter(triggerIndex)
Debug.Log("Trigger entered: " .. triggerIndex)
if triggerIndex == 0 then
-- Trigger 0: Cutscene zone
setStatus("Cutscene playing...")
Controls.SetEnabled(false)
Cutscene.Play("camera_flyover", {
onComplete = function()
Controls.SetEnabled(true)
setStatus("Cutscene complete!")
end
})
elseif triggerIndex == 1 then
-- Trigger 1: Damage zone
health = PSXMath.Clamp(health - 25, 0, 100)
updateHealthBar()
setStatus("Ouch! Health: " .. health)
if health <= 0 then
setStatus("You died! Reloading...")
Controls.SetEnabled(false)
Persist.Set("score", 0)
Scene.Load(Scene.GetIndex())
end
elseif triggerIndex == 2 then
-- Trigger 2: Scene transition portal
setStatus("Loading next scene...")
Persist.Set("came_from", Scene.GetIndex())
Scene.Load(0) -- Reload scene 0 as demo
end
end
function onTriggerExit(triggerIndex)
Debug.Log("Trigger exited: " .. triggerIndex)
if triggerIndex == 0 then
setStatus("Left cutscene zone")
elseif triggerIndex == 1 then
setStatus("Escaped damage zone")
end
end
-- ============================================================================
-- Dialogue system (called from NPC scripts)
-- ============================================================================
function startDialogue(lines)
if inDialogue then return end
inDialogue = true
dialogueLines = lines
dialogueLine = 1
Controls.SetEnabled(false)
showDialogueLine()
end
function showDialogueLine()
if dialogueCanvas >= 0 then
UI.SetCanvasVisible(dialogueCanvas, true)
if dialogueText >= 0 and dialogueLine <= #dialogueLines then
UI.SetText(dialogueText, dialogueLines[dialogueLine])
end
end
end
function advanceDialogue()
if not inDialogue then return end
dialogueLine = dialogueLine + 1
if dialogueLine > #dialogueLines then
endDialogue()
else
showDialogueLine()
end
end
function endDialogue()
inDialogue = false
Controls.SetEnabled(true)
if dialogueCanvas >= 0 then
UI.SetCanvasVisible(dialogueCanvas, false)
end
end
function isInDialogue()
return inDialogue
end
-- ============================================================================
-- Helpers
-- ============================================================================
function updateScoreDisplay()
if scoreText >= 0 then
local score = Persist.Get("score") or 0
UI.SetText(scoreText, "Score: " .. score)
end
end
function updateHealthBar()
if healthBar >= 0 then
UI.SetProgress(healthBar, health)
end
end
function setStatus(msg)
Debug.Log("[Status] " .. msg)
if statusText >= 0 then
UI.SetText(statusText, msg)
end
end
function addScore(amount)
local score = (Persist.Get("score") or 0) + amount
Persist.Set("score", score)
updateScoreDisplay()
end

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-- ============================================================================
-- spinner.lua - Continuously rotating object (onUpdate demo)
-- ============================================================================
-- Tests: onUpdate, self.rotationY, Entity.GetRotationY, Entity.SetRotationY,
-- Timer.GetFrameCount, self.position, Entity.GetPosition
local speed = 1 -- pi-units per frame
function onCreate(self)
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
end
function onUpdate(self, dt)
-- Rotate the object by speed * dt each frame
local current = Entity.GetRotationY(self)
Entity.SetRotationY(self, current + speed * dt)
-- Every 300 frames, log position and rotation (test Timer)
if Timer.GetFrameCount() % 300 == 0 then
local pos = Entity.GetPosition(self)
Debug.Log("Spinner at frame " .. Timer.GetFrameCount()
.. " pos=" .. pos.x .. "," .. pos.y .. "," .. pos.z
.. " rotY=" .. Entity.GetRotationY(self))
end
end

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-- ============================================================================
-- switch.lua - Toggle switch that activates/deactivates a target object
-- ============================================================================
-- Tests: onInteract, Entity.Find, Entity.IsActive, Entity.SetActive,
-- Audio, self properties
local target = nil
local switchOn = false
function onCreate(self)
switchOn = false
-- Find the object this switch controls (named "SwitchTarget")
target = Entity.Find("SwitchTarget")
if target then
Entity.SetActive(target, false)
Debug.Log("Switch: found target, initially off")
else
Debug.Log("Switch: WARNING - SwitchTarget not found!")
end
end
function onInteract(self)
switchOn = not switchOn
if target then
Entity.SetActive(target, switchOn)
end
if switchOn then
Audio.Play("switch_on", 100, 64)
setStatus("Switch ON")
else
Audio.Play("switch_off", 100, 64)
setStatus("Switch OFF")
end
-- Test Entity queries
local count = Entity.GetCount()
Debug.Log("Switch toggled. Total entities: " .. count)
Debug.Log("Target active: " .. tostring(Entity.IsActive(target)))
end

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