puzzle_pattern
The player rebuilds a given pattern on a grid of blocks. The expected pattern can be shown as a client-side preview above the grid, or as transparent ghost blocks directly on it.
Fields
| Field | Type | Description |
|---|---|---|
pattern | List<PatternSlotDef> | Expected materials, in row-major order. |
gridOrigin | Var<Position> | World position of the block at row 0, column 0. |
columns | Var<Int> | Number of columns in the grid. |
previewOffsetY | Var<Int> | Vertical offset of the client-side preview. The placement grid itself stays empty. |
ghostBlocks | Var<Boolean> | Draw transparent ghost blocks directly on the placement grid. |
tolerance | Var<Int> | Mismatched blocks allowed before a reset. 0 = exact match only. |
correctSound | Sound | Played on a correct placement. |
wrongSound | Sound | Played on a wrong placement. |
solveSound | Sound | Played when the pattern is complete. |
PatternSlotDef
| Field | Type | Description |
|---|---|---|
material | Var<Material> | Material expected at this grid position. |
See the shared puzzle fields for lifecycle, timing and trigger options.
How could this be used?
A mosaic the player copies from a mural on the opposite wall. Keep ghostBlocks off so the answer
has to be read from the mural, and raise tolerance if the puzzle should forgive a slip.