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This OverNode allows for the implementation of Button-click based events inside the Graph.
A GameObject containing a UI Button
must be provided in order to register the onCLick
event. Once the button is clicked, the nodes following will be executed.
This collection of OverNode represents all the nodes that interact with the physics Unity Trigger system.
GameObjects involved in the collision must contain a Collider component. One must have Collider.isTrigger enabled, and contain a Rigidbody. If both GameObjects have Collider.isTrigger enabled, no collision happens. The same applies when both GameObjects do not have a Rigidbody component.
The main element of this system consists of a Trigger Node, that fires its execution on detecting a specific Trigger event.
Each Trigger Node must refer to a specific Target
GameObject, accordingly equipped with a Unity3D Collider Component.
A Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
---|---|
The Node also exposes some parameters:
Name | Type | Description |
---|---|---|
For the Node system to communicate to the Unity3D Runtime environment, an OverTriggerListener component must be associated with the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles trigger events automatically.
The "Trigger Lazy Load" node is designed to register a trigger event on a GameObject. When the GameObject's collider interacts with another collider in a specified mode (Enter, Exit, Stay), the node triggers an event.
This collection of s represents all the nodes that interact with common interactions in Mobile devices, such as finger pressing.
The main element of this system consists of a Touch Node, responsible to fire its execution on detecting a specific Touch event.
Each Touch Node must refer to a specific Target
GameObject, accordingly equipped with a Unity Component. Once a touch is detected and the Target is hit by the touch, the following nodes will be executed.
A Touch Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
---|
The Node also exposes some parameters:
Name | Type | Description |
---|
In order for the Node system to communicate to the Unity Runtime environment, a OverTouchListener component must be associated to the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles touch events in automatic.
OVER SDK Visual Scripting also provides the User a tool to define and use Custom events.
These events need to be defined inside a Graph and are only usable inside such.
Each Custom Event Node must be defined by a (unique) Name. In order to fire this event use a Custom Event Trigger
In order to fire a defined Custom Event, a Custom Event Trigger needs to be inserted in another execution flow of the Graph.
By editing its Name parameter, it is possible to fire the execution of the Custom Event Node with the corresponding name.
Property | Type | Description |
---|---|---|
Target
GameObject
The input slot for the GameObject which is monitored for trigger events.
Other
Collider
The output slot that will output the Collider that interacted with the target GameObject's Collider.
Mode
Enum (Dropdown)
A dropdown menu that allows selection of the trigger interaction mode: Enter, Exit, or Stay.
Enter
Sets the node to be executed when a physical object enters the Target Collider space
Stay
Sets the node to be executed when a physical object stays inside the Target Collider space
Exit
Sets the node to be executed when a physical object exits the Target Collider space
Other
A reference of the input Unity3D Collider Component of the object colliding with the Target
Click | Sets the node to be executed when a click is detected. |
Press | Sets the node to be executed when a finger press is detected. |
Long Press | Sets the node to be executed when a finger pressing for more than 0.5s is detected. |
Other | A reference of the input Unity Collider Component of the object touched |
This node is used within a visual scripting framework to register an event that is triggered by an animation. The event is specified by a name, and when that particular animation event is fired, it triggers the node, executing the attached nodes.
To use this node create a Unity animation event in an animation clip inside the animator and name it. To retrieve it, add the same event name to the node.
Because is used internally, in the Unity Animation Event properties make sure not to use the 'String' parameter (it will get overridden from the visual scripting).
Property | Type | Description |
---|---|---|
Target
Animator
The input slot for the Animator component that will be listened to for animation events.
Event Name
String
The input slot for the name of the specific animation event to listen for.
This collection of OverNodes represents all the nodes that interact with the physics Unity Collision system.
The main element of this collection consists of a Collision Node, that fires its execution on detecting a specific Collision event.
Each Collision Node must refer to a specific Target
GameObject, accordingly equipped with a Unity Collider Component. Once a collision is detected, the following nodes will be executed.
A Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
---|---|
The Node also exposes some parameters, also describing the Collision itself:
Name | Type | Description |
---|---|---|
In order for the Node system to communicate with the Unity Runtime environment, a OverCollisionListener component must be associated with the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles collision events automatically.
This node is used to expose certain parameters and attributes of a given input Unity Collider Component, which are:
Name | Type | Description |
---|---|---|
Ref
A reference of the input Unity Collider Component
Object
GameObject associated to the collider
Enter
Sets the node to be executed when a physical object enters the Target Collider space
Stay
Sets the node to be executed when a physical object stays inside the Target Collider space
Exit
Sets the node to be executed when a physical object exits the Target Collider space
Other
A reference of the input Unity Collider Component of the object colliding with the Target
Contacts
ContactPoint [ ]
List of contact points where the collision occurs
Impulse
Vector3
The total impulse applied to this contact pair to resolve the collision
Relative Velocity
Vector3
The relative linear velocity of the two colliding objects (Read Only)