Builders can make objects mountable. When a player is mounted on an object, they move along with the motion of an object.
Mount menu

Mounting between floors

Players can mount objects on the same floor, or between floors. When a player mounts an object, the player moves with the direction the object is going in. This could for example be an animated object, or a drivable object.
Example of a fully configure mountable object
To let players mount between floors, the builder has to add a mountable interaction zone on floor 1, and add another zone on the floor they want the player to mount to.
When a player moves to floor 2, the interaction zone on floor 1 isn’t accessible anymore. THat’s why the object needs 2 mountable interaction zones on different floors. But, those zones are linked to each other through the mount menu. You can easily set the floor to mount to, and to dismount to, in the mountable menu of the object. It will update the setting to both interaction zones.
After adding interaction zones on both floors, edit the mount settings in this menu.

Under the hood

A short example of what each mountable interaction zone does.
Interaction zone red
  • Is positioned on floor 1
  • Moves the player to floor 2. (Mount)
Red interaction zone
Interaction zone blue
  • Is positioned on floor 2
  • Moves the player to floor 1. (Dismount)
Blue interaction zone

Hitboxes on mountable objects

When a player mounts the object, on the same floor or between floors, they are always confined to the bounding box of the objects image. Builders can make the confined area smaller by excluding parts of the image with hitboxes.


On floor 1, we want the car to behave like a regular object that we can bump into and go in front or behind of. So the z-indexing and hitboxes on floor 1 are no different from any other object.
Floor 1 hitboxes
On floor 2, the player is confined to the edges of the image but we need the area to be smaller in this example. We have to exclude areas within the bounding box of the image te keep the player confined to a certain area. Here’s an example.
Floor 2 hitboxes