
Once you’re logged into the Picroma website, click all up on that My Games tab and you’ll be presented with a prompt that looks something like this: Luckily, I still have access to the email address I used to purchase Cube World in 2013, but if you’ve since lost access to your Cube World-associated address, try emailing support at picroma dot com. To get your Steam key for the closed beta, you’ll need to log into your account on the Picroma website, and if you’re like me, that’ll require a password reset. “We currently do not know what time on the 23rd the game will be available,” says the post, but those who purchased the alpha version back in 2013 can go ahead and preemptively activate the beta version on their Steam account. This closed beta will only be available to those who purchased the alpha version of Cube World during the brief period it was available - it’s like finding $20 in the pocket of a coat you haven’t worn in six years. 23, according to an announcement on the game’s subreddit. Any ideas anyone? Any suggestions would be greatly appreciated.A closed beta test for the first new public Cube World build in six years will begin sometime this Monday, Sept. I was up until 4 trying to get this working. I tried adding that useless Vecter3 at the top there to zero out the rotation on the collision event. I thought I could get around this with the "cameFrom" int which will rotate according to the face the player came from. It would seem the cube is remembering where it has been as so after a few turns the original rotation date I feed it no longer does what I want. As when you go from face 1 to face 3 it works, but if you got to from face 1 to 3 after visiting face 5, then it doesn't work.


As they are just the same as the one included.īut basically I am just using an if statement to check for a collision by name and assign a "cameFrom" int, and then calling a particular face function (e.g FaceFive), which is a simple switch system using the "CameFrom" int.Īnd this works just fine for a bit, if you follow strict patterns.

I Have included most of the code, all that is missing is the reaming RotateFace() functions. These triggers just rotate the cube by 90 degrees to position the next face, they also change the players transform.position to align with the edge of the new face, it also offsets the player upwards so he doesn't get flung into space when the cube rotates.

I have managed to do all this using 2 triggers per edge of the cube, so each face has 4 triggers. I am writing a script to auto-rotate a cube (the world in this game) so that when the player reaches the edge of the cube the cube rotates 90 degrees to display the next face of the cube.
