Maximize Flexibility in Tabletop Simulator | Stop Using Scripting Zones! | Physics.cast() Tutorial
Hello everyone! In this tutorial, I delve into the powerful capabilities of the Physics class in Tabletop Simulator, showcasing how it can enhance your scripting experience and give you more control. Instead of relying solely on static scripting zones, which limit flexibility, I demonstrate how leveraging Physics and the Physics.cast() method can empower your coding efforts.
We kick things off with a demonstration of the code's functionality, followed by a step-by-step guide on creating a card restock function using Physics. By utilizing the casting function within the Physics class, you gain the freedom to manipulate objects without fear of breaking your code.
Additionally, I walk you through creating a button to seamlessly execute our restock function, ensuring a smooth user experience. To illustrate the versatility of this approach, I showcase an advanced example from my Pokemon Splendor mod, highlighting the broader applications of this concept.
Whether you're a beginner or an experienced scripter, this tutorial offers valuable insights into optimizing your Tabletop Simulator projects and maximizing flexibility in your scripting endeavors. Let's dive in!
Please let me know in the comments if this was useful. Feel free to ask any questions. I'll do my best to help you out.
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Timestamps:
0:00 Demo of restock function
1:40 Importing objects and saving
4:30 Scripting
22:48 Poke Splendor Application
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