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MooveXR 1.2.7: Small Fixes, Big Gameplay Gains

Author:
Roberto Teixeira

Today we’re pushing a new version of MooveXR (1.2.7). It’s a hotfix with two small but important changes—especially for those working on games with interactive object dynamics.

1. Gadget Rewards Go Where They Belong

If a gadget has the “can be picked up” flag and is given as a challenge reward, the alert now appears on the Gadgetsbutton instead of Inventory.
Why this matters:
Before, it looked like you got something passive (Inventory). Now it shows correctly as something you can use (Gadget), making it clearer for players in the heat of the game.

2. Unit Count Now Updates Properly

There was a bug where, if you had only one unit of an object and sent it to another team, the count didn’t update correctly. That’s fixed.
Why this matters:
Now when you send an effect gadget (like a screen blocker), it triggers the effect and consumes the unit—just as expected. The receiving team doesn’t end up with a copy of it like in the old Mooveteam.

What This Unlocks

This is more than just cleanup. It unlocks better gameplay logic for sabotage mechanics and resource-based dynamics.

Shoutout to James from ClueGo, who flagged this.

It’s a cool system:
→ Gadgets become something you earnuse, and lose
→ Teams can’t just stockpile or trade endlessly
→ It adds friction, strategy, and pacing to your game

If you’re building similar stuff or have feedback, send it our way. These kinds of improvements come straight from real use cases, and we want more of that.

How can we help you?

If you have any questions, our specialists will be happy to help you whenever you need them.
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