<aside> <img src="https://prod-files-secure.s3.us-west-2.amazonaws.com/24671dd3-5a71-4020-849e-f97c6f39eac4/59c5ad78-1bae-467a-bdcc-de7803795b26/Sans_titre-3.png" alt="https://prod-files-secure.s3.us-west-2.amazonaws.com/24671dd3-5a71-4020-849e-f97c6f39eac4/59c5ad78-1bae-467a-bdcc-de7803795b26/Sans_titre-3.png" width="40px" /> TERMS

As many OOBing mechanics and terms are not given an official name in game or need to be defined further, this section is helpful to understand both the guide and our community. Please refer to this page while reading if needed.


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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> OUT OF BOUNDS / OOB


What really is out of bounds anyway? Is it somewhere you have to use glitches to get to or is it just somewhere off the beaten path? Our official description of out of bounds is rather general:

A location is considered out of bounds as long as it exists outside of the intended play area defined by the developers working on Sky: Children of the Light.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> OPEN WING MODE / CLOSED WING MODE


The default mode when you take flight without trails (when the toggle button on the right of your screen is in the upright position) will be referred to as the open wing mode. The faster mode that produces a trail (when the toggle button on the right of your screen is in the downward position) will be referred to as the closed wing mode. Toggling on mobile: Click the button on the right of your screen. For Console: Click the right bumper. For PC: Either click tab or your right mouse button.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> SUSTAINED EMOTES


Any emote that continues infinitely until you move your skykid or perform another action. They include “Peek”, “Point”, “Handstand”, and many more!

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> LEGGING


Simply a term that refers to when you make your character pull a leg out in any direction. This can be quite useful for accurate positioning! For mobile: Hold down on your skykid and drag your finger away from the character. For Console: Hold down the right trigger and at the same time move your joystick. For PC: Hold right click/tab and at the same time hold the movement key (W/A/S/D).

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> PROPS


A prop is any item that you can wear on your back, like an instrument or table. Props that players can sit and chat at are known as tables. Props that can be placed down in the world, like the shelf or plushie are known as placeable props. You can see a list of props and their categorizations here.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> GRAPHICS & FPS


In the settings menu in-game, there’s a battery icon. This sets not only your graphics quality but also many frames are shown per second (FPS). For normal devices graphics setting 0 (no lightning bolts) runs at 20fps, 1 and 3 run at 30fps, and 2 runs at 60fps. For older and low-end devices, graphics setting 0 runs at 20 fps, 1 and 2 run at 30fps, and 3 is inaccessible. Your fps are important for several reasons. First, you can only tap a button on screen during a frame, so decreasing your fps can make the difficult timing of some tricks easier. Speculation, not supported by code research: Second, your player’s position is calculated for each frame, making some tricks speedier when you increase your fps.

https://streamable.com/9x7k08

NOTE

Watch the FPS counter in the top right of the screen of the video.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> COLLISION BOXES


Any solid object that your player can collide with has what’s called a collision box. In physics-based simulations (like in video games where objects touch and interact with each other), when two objects intersect one another they repel or “snap to” each other so they don’t pass through one another. This is what occurs when your player touches the floor, a wall, a pot, or another player. The “walls” of collision boxes are extremely thin and (in Sky) one-sided (ie. the inside of a collision box does not keep objects inside).


NOTE

Objects that repel you slowly like wind walls or clouds do not have the same type of thin-walled-instantly-repellant collision boxes. These objects repel you slowly once you are inside the bounds of their collision box, meaning you can’t escape their push by going further inside them.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> RESET WALLS & LOADING ZONES


Both of these terms describe an invisible barrier that teleports your character. The definitions below outline the main difference:

Reset Wall If you hit a reset wall, your sky kid is teleported to a checkpoint within the same level.

Loading Zone If you hit a loading zone, your sky kid is teleported to a new level entirely.

The game deals with each of these a little differently and may affect the outcome of certain glitches.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> FREEZING


Freezing is a term that describes when a player disconnects from the game so that their character’s position does not change (or moves slowly) for the duration of the freeze.

Mobile Go into multitasking or lock your device.

Console Press the HOME button.

PC Focus on any tab other than Sky.


There are different types of freezes depending on how your device handles apps that aren’t actively in use. The most useful is a hard freeze. During a hard freeze, your client does not update your position whatsoever. Less useful–but still interesting–is a soft freeze, where your client updates your position very slowly instead of a normal rate.

Ways to hard freeze:

Ways to soft freeze:


NOTE There are differences in which type of freeze you will get on different types of Android devices. Contact a librarian with your device model and freeze type if it contradicts the Guide and we will try to help.

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> THE ORIGIN


The center of a map is technically important in Sky. The origin is wherever the coordinates of the current map hit (0, 0, 0). Several things happen at he origin. Most notably, it’s the place where objects that don’t otherwise have a defined position rest. These could be:

  1. Players that have recently disconnected or gone through a loading zone.
  2. Tables that have not been placed yet, or (as of patch 0.19.1) are just starting to be placed.

Glitches that manipulate the coordinates of your player, like table flings, also must be done with respect to where the origin is. To get to the origin, use the Origin Teleport glitch!

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<aside> <img src="/icons/circle-alternate_gray.svg" alt="/icons/circle-alternate_gray.svg" width="40px" /> SERVERS


A “server” in Sky consists of eight players or less in one level. These servers are kept optimized for players by a process called server merging, in which players are disconnected from or connected to a server with other players. Servers don’t only store players but also temporary level data like which candles have been lit and which doors are open. When merging, lit candles and open doors override unlit candles and closed doors. When a server has zero players in it, its level data is reset so new players can come along and interact with it.

Server merges are some of the most powerful but elusive features in Sky. As a result, people have always been attempting to trigger server merges on purpose. Here’s what we know: The only factors that allow a server split to occur is a player’s distance from other players and the time since the last merge for that player. Methods like deep-calling or placing tables have no effect.


NOTE Due to it being technically simpler to merge one player into a server than multiple, travelling by yourself will make you experience more server merges than if you travel with a friend or multiple friends.

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