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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 |
Show Gizmo | When selected, shows a gizmo for the origin position and the origin direction of the beam. |
Gizmo |
Color | The |
color the gizmo |
will be drawn in |
. |
Show Beam |
When selected, draws |
the beam during playmode if |
a Bamematerial has been set. |
Beam |
Material | The |
material used to render this beam. Has to be set for “Show Beam“ functionality. |
Beam |
Radius | The |
radius with which this beam will be drawn |
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
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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
Assign a Beam Emitter physical component to a GameObject, or create a new one directly from the menu.
Select the desired settings under the Properties tab.
In order to detect objects passing through the beam, a Beam Receiver must also be created.
Direct the beam at the Beam Receiver.
Objects with a Collider will interrupt the beam, changing the signal value of the Beam Receiver.