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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
. | |
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
. |
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
. | |
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.