๐๏ธPhysics Gadget Lever
Last updated
Last updated
This component Requires a Hinge Joint and a Rigidbody, the physical qualities of the lever will be set through these components.
OnMax, OnMin Events based on hinge joint limits
Invert
: When set to true, the value returned by the gadget is inverted. This can be used to reverse the direction or effect of the gadget's movement.Play Range
: Defines the minimum absolute value required for the gadget to return a non-zero value. For instance, with a play range of 0.1, the gadget must be moved 10% of its range to yield a result. This setting helps in creating a dead zone where minor movements are ignored.Threshold
: This variable, with a minimum value of 0.01, defines the percentage (0-1) from the required value needed to trigger the associated events. For example, if the threshold is set to 0.1, the OnMax
event is called at a value of 0.9, OnMin
at -0.9, and OnMid
at -0.1 or 0.1.Step Count
: Steps determine which sections the lever will stop on. 0 will not create steps and only use the joint settings. 2 lock a gadget on on/off only. 100 will stop the gadget where you release itStart Step
: The step the lever should start onOn Max Event
: This event is triggered based on the configurable joints limits minus the threshold
On Mid Event
: This event is triggered based on the configurable joints limits minus the play
On Min Event
: This event is triggered based on the configurable joints limits minus the threshold
Step Events
: An array of StepEvent
structures, each containing events for entering and exiting specific steps.
Define the Steps: First, decide how many discrete positions (steps) your lever should have. This is set by the stepCount
variable in the PhysicsGadgetLever
script. For instance, if you want your lever to have 3 distinct positions, you would set stepCount
to 3.
Add Step Events to Array: The stepEvents
array holds the events for each step. You need to ensure that the size of this array matches your stepCount
. Each element in this array represents a step and has two events: OnStepEnter
and OnStepExit
.
Assigning Actions to Events:
In the Unity Editor, you will see a list of steps under the PhysicsGadgetLever
component.
For each step, you can assign actions to OnStepEnter
and OnStepExit
. These actions can be any function you want to be called - for example, playing a sound, changing a light's color, or triggering an animation.
To assign an action, click the '+' button under the event in the Inspector and drag a GameObject from your scene into the slot that appears. Then, select the function to call from the dropdown list.