๐ŸŽ›๏ธPhysics Gadget Lever

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 it

Start Step: The step the lever should start on

On 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.

How to Use Step Events

  1. 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.

  2. 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.

  3. 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.

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