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WorldObjectBehaviour is the root type of any object tracked by World Object Manager. These objects can be controlled and monitored with StoryFlow. MotiveSceneObject derives from WorldObjectBehaviour. WorldObjectBehaviour is also added to any item spawned dynamically if it does not already have a WorldObjectBehaviour attached.

Fields

Name

Description

UI Anchor

Defines a transform to anchor any UI elements to.

Fix UI Position

Fixes the position of any UI elements, does not attempt to avoid collisions or move for better viewability.

Fix UI Rotation

Disables any “Billboard” UI elements and fixes the rotation of any UI elements. Useful for anchoring elements on walls.

Parent Objects

Define any objects that act as parents of this object. By default uses all World Object Behaviours in the parent hierarchy.

Interactible Object

If set, defines which Game Object in the hierarchy represents the interactible object (receives events, clicks, etc.).

Highlight Object

If set, defines which Game Object in the hierarchy receives highlights through the Highlight Manager.

Animation Target

If set, defines which Game Object in the hierarchy receives animations from the Effect Manager.

Interactible Colliders

If set, defines which Colliders in the hierarchy are interactible. Useful for breaking apart World Objects in a complex hierarchy like a machine.

Highlight Renderers

If set, defines which Renderers are used for highlights.

Is Disposable

Can this object be “disposed” by a user? E.g., thrown into a garbage can with a World Object Disposal script. This will temporarily disable the object until the scenario resets.

Reset Transform On Script Reset

Resets this objects transform and parent when the Script Manager resets.

Actions

Name

Description

Added To World

Called when the object is added to the world. Examples of when World Objects are added:

  • On Start

  • When spawned by Spawn Asset

  • When spawned by a provider like Equippable Provider or VR Grabbable Instantiator

Removed From World

Object has been removed from the world, e.g., unspawned by a provider, “disposed” in a World Object Disposal, etc.

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