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This will add the Rotary Switch component to the currently selected object or create a new empty GameObject with the component attached if no objects are selected. If there is no Wheel Joint present on the object it will also be added.
Note |
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The Rotary Switch must be placed as a child of a Kinematic Kinematics Controllerin the hierarchy. |
The following inspector component will be shown:
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Live Data | |||
Selected State | The current switch state and its ID of the Rotary Switch. | ||
Properties | |||
Wheel Joint | The Wheel Joint used in conjunction with the Rotary Switch. | ||
ID | The ID of the switch state. | ||
Name | The Name of the switch state. | ||
Lower Weight | Determines in combination with the previous state’s Upper Weight where the transition between the two states occurs. | ||
Position | The Position of the Wheel Joint for the Switch State to activate. | ||
Upper Weight | Determines in combination with the nexst state’s Lower Weight where the transition between the two states occurs. | ||
On Selected() | Executes all actions in this box when the switch state is selected. | ||
Runtime Only |
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Object | The object which you wish to change when this switch state is activated. | ||
On Unselected() | Executes all actions in this box when the switch state is unselected. | ||
Save current position as state | Creates a new switch state based on the rotation of the Wheel Joint. | ||
Use Scene Gizmo | When checked the gizmo is displayed in the scene view. The color of the gizmo can be changed with the colorfield after the checkbox. | ||
Control Panel | |||
Generate Control Panel for RotarySwitch | Creates a Control Panel Interfacefor the Rotary Switch. |
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How to use
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