GRAB

GRAB November Update!

Version
November Update!
Version Date
Nov. 6, 2025
Links

Patch Notes

November Update!

[p]This update adds a bunch of smaller quality-of-life features that will hopefully make building more fun, powerful, and interesting.[/p][p align="start"]The last update introduced a checkbox that allows you to make colored blocks grabbable, and now there are two more: Can Grapple and Passable![/p][p align="start"]Have you ever built a level that started inside a cave, then you get out of the cave but there’s no perfect fog value that covers both cases? Now triggers can change the level’s ambient settings! This solves the cave issue and even lets you build day/night cycles and many other fun things, making your levels more interesting.[/p][p align="start"]But of course you might wonder: what if the cave has two entrances and you don’t want to waste complexity placing a trigger at each entrance, how could that be solved? Well, trigger connections can now be configured to trigger “on enter” or “on leave.” So when moving into a trigger, the “on enter” connections fire, and when you move out of it again, the “on leave” events fire. And of course this can also be used for many other things, like automatic doors and better trackers.[/p][p align="start"]One of the more common requests for a long time has been better signs. I’ve always liked the idea of text in levels being grounded with an actual sign object, but players found ways to scale them and very often tried to place them to hide the sign part and show only the text. This turned into an annoyance for many of you rather than a helpful feature. So with this update you can now not only choose to remove the sign part and have floating text only, but you can also color the text, scale it, and choose whether you want it to be bold or italic.[/p][p align="start"]When the last update introduced physics objects, a lot of you asked for a way for the physics objects not to be shared between everyone in a level, but localized to only yourself. Now you can do just that.[/p][p align="start"]And the last new feature that I’m most excited about is that you can now change the pivot point of groups! If you ever tried to animate a door, you either needed a tiny counter object somewhere farther away to make the door rotate around its hinges, or you had to rotate and move step by step, and it just never really looked right. Now you can just change the pivot point to lie on the hinge axis, add two animation frames that only rotate it, and you’re done. It’s less work and looks better. Of course this also helps a lot with many other things, like humanoid animations, and even with building specific shapes, like aligning things in circles, since you can change the pivot point and then duplicate and rotate.[/p][p align="start"]I hope you enjoy these new features![/p]