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Note |
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The Slide Switch only works in runtime. |
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Where to find
The Slide switch can be found under Standard Components > Slide Switch > Add Physical component.
This will add the Slide 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 Prismatic Joint present on the object it will also be added.
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The Slide Switch must be placed as a child of a Kinematics Controllerin the hierarchy. |
The following inspector component will be shown:
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The images below show the complete feature layout of the Slide Switch component.
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Live Data | |
Selected State | The current switch state and its ID of the Slide Switch |
Properties | |
Prismatic Joint | The Prismatic Joint used in conjunction with the Slide Switch |
ID | The ID of the switch state |
Name | The Name of the switch state |
Lower Weight | Determines in combination with the |
Upper Weight of the previous state 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 |
Lower Weight of the next state where the transition between the two states occurs |
On Selected() | Executes all actions in this box when the switch state is selected |
On Unselected() | Executes all actions in this box when the switch state is no longer selected |
Add new state | Creates a new switch state based on the current position of the Prismatic 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 SlideSwitch | Creates a Control Panelfor the Slide Switch |
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How to use
Create a new switch state and define its values.
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2. Add an action to a switch state.
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3. Add another switch state so it is possible to change between switch states . (This switch state does not need to have an action added to it.)
4. Test if the actions are executed in runtime.
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