Visibility
The Visibility Extension is in early access, available to sponsors.
You must have installed the Visibility Extension before starting this tutorial.
Not every player has to see the same world. The Visibility Extension changes how one player is rendered on another player's screen, without changing anything on the server. A staff member can be invisible to the players but not to other staff, the player carrying the relic can glow for the team hunting them, and someone walking the spirit world can look like a translucent ghost to the few players who can perceive them.
Both sides of every rule are players. NPCs are entities from the Entity Extension, and who sees them is decided by the audience on their definition, not by a visibility rule.
Viewers and targets
Every visibility change is about a pair of players.
- The viewer is the player whose screen changes.
- The target is the player who looks different.
A rule picks a group of viewers and a group of targets, and applies one effect to every combination of the two. The target itself does not change: they keep their real skin, their real name and their real position, and every player outside the rule keeps seeing them the way they always did.
Because a rule works on pairs, the same target can look different to different viewers at the same time. That is what the extension is for.
A player is never their own target, so a rule that hides everyone from everyone does not hide you from yourself. Some effects can change your view of yourself, but only when you turn that on. See seeing yourself.
Your first rule
This first rule hides one player from the whole server.
Visibility rules live on a Manifest page. Click add page, choose the Manifest type and give
it a name like Visibility. If you need more information on how to create a page, see the
Layout section.
1. Add the effect
Search for Hide Visibility Effect and add it to the page. Rename it to Vanish.
This entry describes what the change looks like, not who it happens to.
2. Add the rule
Now add a Visibility Rule to the same page.
3. Fill in the three fields
| Field | Set it to |
|---|---|
| Viewers | everyone |
| Targets | specific player, and type the player's name |
| Effect | the Vanish entry you just made |
That is the whole rule. The named player is now gone from every other client, while their own screen stays normal.
Hiding one player by name is rarely what a story needs, so the next step is usually to swap the target selector for an audience.
Choosing viewers and targets
Both selectors offer the same two basic choices, and targets get two more.
| Selector | Available for | Selects |
|---|---|---|
| Everyone | viewers, targets | Every player online. |
| Audience | viewers, targets | The players currently in the referenced audience. |
| Specific player | targets | One player, by exact name or uuid. |
| Radius | targets | The players standing near the viewer. |
The radius selector measures from whoever is looking, so every viewer gets their own set of targets. A player has to walk a block past the radius before they are dropped again, which keeps someone standing exactly on the edge from flickering in and out.
Rules that read their viewers from an audience
When the viewers are already the members of an audience, there is a shorter way than pointing a selector back at that audience.
Put this entry under an audience and every player in that audience becomes a viewer of the rule. It only asks for targets and an effect. Say a quest grants spirit sight through an audience: hang this entry under that audience and the players who unlocked the sight see the spirit players glow.
Children of this entry behave like a normal audience and are shown to all of its members.
Where to go next
- Effects walks through every change you can make to a target, and how to bundle several of them together.
- Priority is what decides between two rules that pick the same pair, and how you write "everyone, except these players".
- Hiding players during cinematics rebuilds the automatic hiding that the camera and the lock interaction bound used to do.
- Reacting to visibility has the two facts that count what is currently visible.