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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

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

Note

This setting must be set to Runtime Only.

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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