# This line tells Verse that this script belongs to the VerseDevice in our level.
# Think of it like saying "This script controls the device named 'VerseDevice'."
struct MyLevelScript : VerseDeviceScript {
# We need to tell Verse where to find our objects.
# We do this by creating "references" to the props in our level.
# 'SpawnPad' and 'TestPlatform' must match the Names we set in the editor!
SpawnPad: PlayerSpawnPad = Self.GetReference(PlayerSpawnPad, "SpawnPad")
TestPlatform: CreativeProp = Self.GetReference(CreativeProp, "TestPlatform")
# This function runs ONCE when the game starts.
# It’s like the "Countdown" before the match begins.
OnBegin<override>()<test> = () => {
# Let’s do something visible immediately.
# We’ll hide the platform for 1 second, then show it.
# This proves Verse is talking to our props.
# 1. Hide the platform instantly.
# Hide() makes the prop invisible AND removes its collision (you can walk through it).
TestPlatform.Hide()
# 2. Wait 1 second.
# This is like a storm timer delay.
@Wait(1.0)
# 3. Show the platform again.
# Show() makes it visible and puts the collision back.
TestPlatform.Show()
# Optional: Print a message to the debug log so we know it worked.
# It’s like checking your kill feed to see if you got an elimination.
Verse Library
verse
01 Fragment
Links level props to a script and toggles visibility on start to verify device communication during island initialization.
verse-library/3-setting-up-the-level/01-fragment.verse
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