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Feature layout - Physical Component

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Live Data

State

Shows whether the Beam Emitter is currently active and thus whether it will emit a beam.

Redirection Limit Reached

Shows whether the maximum number of redirections has been reached.

Properties

Reach

The maximum distance the beam is allowed to travel.

Origin Offset

Allows the beam to originate from an offset position relative to its GameObject position.

Origin Direction

Allows the beam to be rotated relative to its GameObject rotation.

Max Number of Hits

The maximum amount of redirections from Beam Reflectors allowed. Lowering this value improves performance.

Beam Material

The material used to render this beam. If no material is used, a Gizmo will be drawn instead.

Beam Radius

The radius this beam will be drawn with if a material is used.

Gizmo Settings

Use Origin

Show Gizmo

When selected, shows a gizmo for the origin position and the origin direction of the beam.

Origin

Gizmo

Size

Color

The

size of

color the gizmo

shown

will be drawn in

Scene View

.

Use

Show Beam

Gizmo

When selected, draws

a gizmo for

the beam during playmode if

no material

a Bamematerial has been set.

Beam

Color

Material

The

color the beam gizmo will be drawn in

material used to render this beam. Has to be set for “Show Beam“ functionality.

Beam

Excess Color

Radius

The

color of the beam excess

radius with which this beam will be drawn

in (after reaching its Max Number of Redirections)

during playmode.

Control Panel

Generate Control Panel

Click this button to generate a ControlPanelInterface for the Beam Emitter.

Feature Layout - Control Panel

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Title

The Title of the Control Panel.

Click to ping the target component in the hierarchy.

Double click to edit.

Beam Emitter Properties

State

Shows whether the Beam Emitter is currently active and thus whether it will emit a beam

.

Reduction Limit Reached

Shows whether the maximum number of redirections has been reached

.

Enable/Disable

Enables/Disables the Beam.

Target Component

Target Gameobject

The gameobject which has a standardcomponent you want the Control Panel for.

Target Component

The Component which for which a Control Panel is generated.

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How to use

  1. Assign a Beam Emitter physical component to a GameObject, or create a new one directly from the menu.

  2. Select the desired settings under the Properties tab.

  3. In order to detect objects passing through the beam, a Beam Receiver must also be created.

  4. Direct the beam at the Beam Receiver.

  5. Objects with a Collider will interrupt the beam, changing the signal value of the Beam Receiver.