V2020.1.56.3_ Rotary Switch



Overview

The Rotary Switch is a component that simulates a physical control switch.

The Rotary Switch only works in runtime


Where to find

The Rotary switch can be found under Standard Components > Rotary Switch > Add Physical component.

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 https://unit040.atlassian.net/wiki/spaces/PUD/pages/281673729 present on the object it will also be added.

The Rotary Switch must be placed as a child of a Kinematics Controller in the hierarchy

The following inspector component will be shown:


Feature layout

The images below show the complete feature layout of the Rotary Switch component.

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 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 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

Runtime Only

This setting must be set to Runtime Only.

Object

The object which you wish to change when the 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 for the Rotary Switch


How to use

1. Create a new switch state and define its values

2. Add an action to a switch state

3. Add another switch state so it is possible to change between switch states (This switch state does not need to have action added to it.)

3. Test if the actions are executed in runtime