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 Warning: Beta Version
Version: Beta ⚠️
Difficulty: Normal

Hiding players during cinematics

 Before starting

This guide builds on Visibility and assumes you know how a visibility rule picks its viewers and targets.

A camera cinematic or a locked camera is a private moment, and other players walking through the shot break it. Neither hides anyone on its own: hiding is a visibility rule, so you decide per story whether it happens, and to whom.

The recipe is the same in both cases:

  1. Get an audience that holds exactly the players who are in the moment.
  2. Hide everyone from those players.
  3. Hide those players from everyone.

Steps 2 and 3 are separate rules, because a rule only works in one direction.

During a camera cinematic

Add Camera Cinematic
Create a cinematic camera path
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1. The audience

Make a Manifest page called something like Cinematic Visibility and add a cinematic audience to it.

Add Cinematic Audience
Filters an audience based on if they are in a cinematic
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Leave the Cinematic field empty and the audience holds every player who is in any cinematic. Point it at a cinematic page instead and it holds only the players watching that one, which is what you want when a single cutscene needs the treatment and the rest do not.

This entry needs no parent. An audience entry without parents starts with every player on the server, and the filter narrows it down from there.

2. The effect

Add a hide effect to the same page and rename it to Cinematic Hide.

Add Hide Visibility Effect
Completely hides the target from the viewer
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3. Hide the world from the player in the cinematic

Add a visibility rule, set its viewers to the cinematic audience, its targets to everyone, and its effect to Cinematic Hide.

Add Visibility Rule
Change how selected players are rendered to selected viewers
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The player watching the cinematic now has an empty world in front of the camera. They are not hidden from themselves, since a player is never their own target.

4. Hide the player in the cinematic from the world

Add a second visibility rule, this time with everyone as the viewers and the cinematic audience as the targets. Point it at the same Cinematic Hide effect.

Both rules stop the moment the cinematic ends and the player leaves the audience.

 One entry less

Step 3 can also be an Audience Visibility Rule placed under the cinematic audience, which takes its viewers from the audience it sits in and only asks for targets and an effect.

Add Audience Visibility Rule
Visibility rule where the audience members are the viewers
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During a lock interaction bound

Add Lock Interaction Bound
An interaction bound that locks the camera for the player
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There is no built in audience for "this player is inside a locked bound", so mark the moment with a fact and filter on it. If the locked interaction is a dialogue, you can skip the fact and use a Dialogue Audience instead.

1. A fact for the moment

On a Static page, add a permanent fact called In Locked Interaction and give it the player group.

Add Permanent Fact
Saved permanently, it never gets removed
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2. Set it while the bound runs

Select the Lock Interaction Bound entry and add a modifier that sets In Locked Interaction to 1. Modifiers run when the entry is triggered, which is the moment the bound starts.

Clearing it again takes two places, because an interaction can end in two ways:

  • Add a modifier that sets the fact back to 0 on the last entry of the sequence, for the run where the player sees the interaction through.
  • Link an action that does the same to the bound's Interrupt Triggers, for the run where the player leaves early.

3. Turn the fact into an audience

Back on your manifest page, add a criteria audience with the criterion In Locked Interaction == 1.

Add Criteria Audience
An audience filter based on criteria
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4. The same two rules

Add the same two visibility rules as in the cinematic recipe, pointed at this audience instead of the cinematic one. Both use a hide effect.

RuleViewersTargets
Hide the world from the locked playerthe criteria audienceeveryone
Hide the locked player from the worldeveryonethe criteria audience

Things to watch

Give the page holding these rules a high priority. Hiding during a cutscene should beat cosmetic rules like glow or ghost, and priority decides that. See Priority.

These rules only cover players. NPCs and other entities are not part of the visibility extension, so an NPC standing in the shot stays there. Use the entity extension's conditional showing for those.