Fields
Name | Description |
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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 |
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Added To World | Called when the object is added to the world. Examples of when World Objects are added:
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Removed From World | Object has been removed from the world, e.g., unspawned by a provider, “disposed” in a World Object Disposal, etc. |