The Rotary Switch is a component that simulates a physical control switch.
The Rotary Switch only works in runtime
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:
The images below show the complete feature layout of the Rotary Switch component.
The current switch state and its ID of the Rotary Switch
The Wheel Joint used in conjunction with the Rotary Switch
The ID of the switch state
The Name of the switch state
Determines in combination with the Upper Weight of the previous state where the transition between the two states occurs
The Position of the Wheel Joint for the Switch State to activate
Determines in combination the Lower Weight of the next state where the transition between the two states occurs
Executes all actions in this box when the switch state is selected
This setting must be set to Runtime Only.
The object which you wish to change when the switch state is activated
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
Generate Control Panel for RotarySwitch
Creates a Control Panel for the Rotary Switch
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