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Component Nodes cover the logic necessary to interact with the Unity Components inside the OVER App.
A Renderer OverNode is used to handle general functionalities for all renderers, by interacting with the Unity Renderer Component.
This node is used to expose certain parameters and attributes of a given input Unity Renderer component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing Renderer Component, by setting a new Material. A Material Type
can be selected to instruct the node whether or not to set the Shared Material
.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to modify an existing Renderer Component, by setting a new Mesh. To perform this action, the GameObject, holding the Renderer Component, must have a MeshFilter assigned.
A Mesh Type
can be selected to instruct the node either to set the Shared Mesh
or not.
This Flow Node accepts the following input data:
and produces the following output data:
An Animator is used to handle animations by interacting with the Unity Component.
This node is used to expose the parameters and attributes of a given input Unity component, which are:
Name | Type | Description |
---|
This node is used to play a specific state, defined by a String
.
When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a Bounce
state in the Base Layer
, the name is Base Layer.Bounce
.
The normalizedTime
parameter varies between 0 and 1, representing the starting point of the Play Animator.
This Flow Node accepts the following input data:
This node is used to set the value of the given boolean parameter, to cause transitions between Animator states.
This Flow Node accepts the following input data:
This node is used to set the value of the given float parameter, to cause transitions between Animator states.
This Flow Node accepts the following input data:
This node is used to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller.
Unlike bool
s which have the same true/false
option, Trigger
s have a true
option which automatically returns back to false
.
This Flow Node accepts the following input data:
This node is used to reset the value of an animation trigger, in case a Trigger parameter could still be active.
This Flow Node accepts the following input data:
This Flow Node accepts the following input data:
and produces the following output data:
This Flow Node accepts the following input data:
and produces the following output data:
Name | Type | Description |
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Name | Type | Description |
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Name | Type | Description |
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Name | Type | Description |
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Name | Type | Description |
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Name | Type | Description |
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This node is used to modify an existing Animator Component, by setting a new .
Name | Type | Description |
---|
Name | Type | Description |
---|
This node is used to modify an existing Animator Component, by setting a new .
Name | Type | Description |
---|
Name | Type | Description |
---|
Renderer
A reference of the input Unity Renderer Component
Material
Material to be set
Material Type
Enum
Either New or Shared
Output
A reference of the modified Unity Renderer Component
Renderer
A reference of the input Unity Renderer Component
Mesh
Mesh to be set
Mesh Type
Enum
Either New or Shared
Output
A reference of the modified Unity Renderer Component
Animator | A reference of the input Unity Animator Component |
State | String | Name of the State to be played |
Layer | Integer | The layer index. If layer is -1, it plays the first state with the given state name or hash. |
Normalized Time | Float | The time offset between zero and one. |
Animator | A reference of the input Unity Animator Component |
Name | String | Boolean Parameter Name to be set |
Value | Boolean | Boolean Parameter Value to be set |
Animator | A reference of the input Unity Animator Component |
Name | String | Float Parameter Name to be set |
Value | Float | Float Parameter Value to be set |
Animator | A reference of the input Unity Animator Component |
Trigger | String | Trigger Parameter to be set |
Animator | A reference of the input Unity Animator Component |
Trigger | String | Trigger Parameter to be reset |
Animator | A reference of the input Unity Animator Component |
RuntimeController | RuntimeController to be set |
Output | A reference of the modified Unity Animator Component |
Animator | A reference of the input Unity Animator Component |
Avatar | Avatar to be set. |
Output | A reference of the modified Unity Animator Component |
Ref
A reference of the input Unity Renderer Component
Material
The first instantiated Material assigned to the renderer.
Shared Material
The shared material of this object.
Materials
All the instantiated materials of this object.
Shared Materials
All the shared materials of this object.
Ref | A reference of the input Unity Animator Component |
RuntimeController | Unity RuntimeController associated to the Animator |
Avatar | Unity Avatar associated to the Animator |
Playback Time | Float | The playback position in the recording buffer |
Playback Speed | Float | The playback speed of the Animator. One is the normal playback speed. |
An Audio OverNode is used to handle in-game audio, by interacting with the Unity3D AudioSource Component.
This node is used to expose the parameters and attributes of a given input Unity 3D AudioSource component, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing Audio Node, by setting a new AudioClip.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play an AudioClip, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to pause the AudioClip currently playing, associated to an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to unpause the AudioClip currently paused, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to stop the AudioClip currently playing, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play the AudioClip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play an AudioClip on a specific world space position.
This Flow OverNode accepts the following input data:
This node is used to mute the AudioSource Component.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Transform OverNode is used to handle the position, rotation, and scale of an object in the Scene, by interacting with the Unity Transform Component.
This OverNode is used to expose certain parameters and attributes of a given input Unity Transform Component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing Transform Component, by setting its position. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow Node accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its rotation. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow Node accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its local scale.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its parent Transform.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode rotates the transform so the forward vector points at target's current position.
This Flow OverNode accepts the following input data:
This OverNode moves the transform in the direction and distance of translation.
This Flow OverNode accepts the following input data:
This OverNode is used to rotate GameObjects.
This Flow OverNode accepts the following input data:
A Light OverNode is used to handle lights in the Scene, by interacting with the Unity3D Light Component.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D Light Component, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing Light Component, by setting its Light Intensity.
The intensity of the light is multiplied by the Light colour.
The value can be between 0 and 8. This allows you to create brighter lights.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Light Component, by setting its Light Color.
The Color of the light is multiplied by the Light intensity.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Light Component, by setting its Light Range.
This Flow OverNode accepts the following input data:
and produces the following output data:
An Object OverNode is used to handle base objects in the Scene, by interacting with the Unity GameObject.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D GameObject, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing GameObject, by setting its Active state.
This Flow Node accepts the following input data:
and produces the following output data:
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode allows the destruction of a given GameObject in Scene, with all of its subcomponents.
This Flow OverNode accepts the following input data:
This OverNode allows you to compare the name of a given GameObject to a specific String.
This Flow OverNode accepts the following input data:
The "Get Component" node is used to retrieve a specific type of component from a GameObject in Unity. The node has an input for the GameObject from which the component is to be retrieved and outputs the specified component if it exists on the GameObject. The type of component to retrieve can be specified from a dropdown menu of available component types.
A LineRenderer OverNode is used to draw free-floating lines in a 3D space, by interacting with the Unity LineRenderer Component.
This node is used to expose the parameters and attributes of a given input Unity LineRenderer component, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing Line Renderer Component, by setting a new Color. A Position
can be selected to instruct the node either to set the start or the end colour.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by setting a new line Width. A Position
can be selected to instruct the node either to set the start or the end line width.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the loop property of the line.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the number of vertices contained in the line.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by setting a new Material. A Material Type
can be selected to instruct the node either to set the Shared Material
or not.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the Position value of one of its vertices.
This Flow Node accepts the following input data:
and produces the following output data:
A Material OverNode is used to handle Materials runtime.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D Material asset, which are:
Name | Type | Description |
---|---|---|
Note: Emission
and Emission Color
are only available if the Emission Flag of the Material is set to True.
This OverNode is used to modify an existing Material, by changing the main texture and colour associated to it.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing its parameters associated with the Metallic Mode.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Normal Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Height Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Occlusion Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Detail Mask for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Emission Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing the value of the Emission Flag of the Material.
This Flow OverNode accepts the following input data:
and produces the following output data:
A RectTransform is used to handle the position, rotation, and scale of an object inside a Unity Canvas, by interacting with the Unity3D Component.
Inheriting much of its behaviour from the Component, RectTransform focuses on handling GUI elements.
This is used to expose certain parameters and attributes of a given input Unity 3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
and produces the following output data:
and produces the following output data:
and produces the following output data:
A Rigidbody is used to control an object's position through physics simulation, by interacting with the Unity Component.
Note: Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine.
This is used to expose certain parameters and attributes of a given input Unity Component, which are:
Name | Type | Description |
---|
The Type
parameter allows for the application of the force relative to its coordinate system or not.
The explosion is modelled as a sphere with a certain centre position and radius in world space.
Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddTorque has no effect.
The Type
parameter allows for the application of the force relative to its coordinate system or not.
and produces the following output data:
In most cases, you should not modify the velocity directly, as this can result in unrealistic behaviour, except when a sudden change in velocity is needed for gameplay purposes.
and produces the following output data:
In most cases, you should not modify the angular velocity directly, as this can result in unrealistic behaviour, except when a sudden change in angular velocity is needed for gameplay purposes.
and produces the following output data:
An Image is used to display a for the UI System, by interacting with the Unity3D Component.
This node is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
For this node to work correctly, the Image type must be set to Filled
.
and produces the following output data:
A Text is used to display a text for the UI System, by interacting with the Unity3D Component.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
A Text (TMP UGUI) is used to display text in the UI System. The difference with the node is that to use this one the User needs to install the Unity Plugin.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
A RawImage is used to display a for the UI System, by interacting with the Unity3D Component.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
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This OverNode allows the creation of a new instance, of a given GameObject, in Scene (similar to Unity's functionality).
Name | Type | Description |
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This is used to modify an existing RectTransform Component, by setting its position. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RectTransform Component, by setting its rotation. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RectTransform Component, by setting its local scale.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RectTransform Component, by setting its anchor value. An Anchor Type
parameter can be selected to instruct the node either to set its anchored position – anchor min or anchor max.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RectTransform Component, by setting its pivot point.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RectTransform Component, by setting its Rect size.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This adds a force to the Rigidbody.
Force is applied along the direction of the force
vector. Specifying the mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
This Flow accepts the following input data:
Name | Type | Description |
---|
This applies a force to a Rigidbody that simulates explosion effects.
Force is applied along the direction of the force
vector. Specifying the mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
This Flow accepts the following input data:
Name | Type | Description |
---|
This adds torque to the Rigidbody.
This Flow accepts the following input data:
Name | Type | Description |
---|
This moves the kinematic Rigidbody towards a given position.
This Flow accepts the following input data:
Name | Type | Description |
---|
This rotates the Rigidbody to rotation.
This Flow accepts the following input data:
Name | Type | Description |
---|
This is used to modify an existing Rigibody Component, by setting its gravity flag. Once this flag is enabled, the Rigidbody will be affected by gravity, otherwise, it will behave as if in outer space.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Rigibody Component, by setting its isKinematic value.
Name | Type | Description |
---|
This is used to modify an existing Rigibody Component, by setting its velocity.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Rigibody Component, by setting its angular velocity.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Image Component, by setting its material.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Image Component, by setting its sprite.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Image Component, by setting its Color.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Image Component, by setting its Fill Amount.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Text Component, by setting its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Text Component, by setting the color of its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Text Component, by setting the font size of its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing TextMeshProUGUI Component, by setting its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing TextMeshProUGUI Component, by setting the color of its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing TextMeshProUGUI Component, by setting the font size of its text to be shown.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RawImage Component, by setting its material.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing RawImage Component, by setting its texture.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Image Component, by setting its Color.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
Audio Source
A reference of the input Unity3D AudioSource Component
Audio Clip
Audio Clip to be set.
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Time
Float
Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.
Output
A reference of the modified Unity3D AudioSource Component
Audio Clip
Audio Clip to be played
Position
Vector3
World Space position
Audio Source
A reference of the input Unity3D AudioSource Component
Mute
Boolean
Boolean parameter set to mute audio
Output
A reference of the modified Unity3D AudioSource Component
Transform
A reference of the input Unity Transform Component
Position
Vector3
Position value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Rotation
Quaternion
Rotation value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Scale
Vector3
Scale value to be set
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Parent
Transform to be set as new parent
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Target
object
Target to be looked at. The type is generic so that anything can be used as a potential target, either a point in space or an actual Transform
Up
Vector3
The up vector of the world
Transform
A reference of the input Unity Transform Component
Translation
Vector3
Vector describing the translation to perform
Space
Enum
Local or World space
Transform
A reference of the input Unity Transform Component
Axis
Vector3
Vector describing the rotation axis
Angle
Float
Angle in degrees of the rotation
Space
Enum
Local or World space
Light
A reference of the input Unity3D Light Component
Intensity
Float
Intensity value (between 0 and 8)
Output
A reference of the modified Unity3D Light Component
Light
A reference of the input Unity3D Light Component
Color
Color
Color of the light
Output
A reference of the modified Unity3D Light Component
Light
A reference of the input Unity3D Light Component
Range
Float
Range of the light
Output
A reference of the modified Unity3D Light Component
Object
A reference of the input Unity GameObject
Active
Boolean
New Active state
Output
A reference of the modified Unity GameObject
Prefab
The original GameObject
Parent
Transform Component, yet to be the parent of the new instantiated object
Instance
A reference of the newly instantiated Unity GameObject
Object
The GameObject to be destroyed
T
Float
Time delay for destruction
Object A
The GameObject to compare
Name
String
String to compare the GameObject to
Mode
Enum
Mode of comparifon (Equal or NotEqual)
Object
GameObject
The input slot for the GameObject from which to retrieve the component.
Component
Component
The output slot that will output the specified component from the GameObject. This can be of multiple types depending on the selected OverComponentType
.
Type
Enum (Dropdown)
A dropdown menu that allows selection of the type of component to retrieve from the GameObject.
Line Renderer
A reference of the input Unity Line Renderer Component
Color
Color
Color to set
Position
Enum
Either Start or End
Output
A reference of the modified Unity Renderer Component
Line Renderer
A reference of the input Unity Line Renderer Component
Width
Float
Width of the line to set
Position
Enum
Either Start or End
Output
A reference of the modified Unity Renderer Component
Line Renderer
A reference of the input Unity Line Renderer Component
Loop
Bool
This value determines if the line will loop or not
Output
A reference of the modified Unity Renderer Component
Line Renderer
A reference of the input Unity Line Renderer Component
Position Count
Integer
This value determines how many vertices the line will contain
Output
A reference of the modified Unity Renderer Component
Line Renderer
A reference of the input Unity Renderer Component
Material
Material to be set
Material Type
Enum
Either New or Shared
Output
A reference of the modified Unity Renderer Component
Line Renderer
A reference of the input Unity Renderer Component
Index
Integer
Index value of the vertex to edit
Position
Vector3
New vertex position
Output
A reference of the modified Unity Renderer Component
Ref
A reference of the input Unity3D Material Asset
Color
Color
The main color of the Material
Albedo
The main texture of the Material
Metallic
Float
In range 0 to 1, determines how “metal-like” the surface is
Metallic Map
The metallic gloss map of the Material
Metallic Smoothness
Float
In range 0 to 1, determines how smooth the surface is, influencing the light refraction of the material
Normal Map
Special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry
Height Map
Similar concept to normal mapping, however this technique is more complex - and therefore also more performance-intensive.
Height Value
Float
Value to edit the behaviour of the Height Map
Occlusion
Texture providing information about which areas of the model should receive high or low indirect lighting
Detail Mask
Texture allowing the mask off of certain areas of the model to have the detail texture applied
Emission
Texture allowing the Material to emit light, like a visible light source.
Emission Color
Color
Specifies the color and intensity of the emission
Material
A reference of the input Unity3D Material
Color
Color
Color to be set
Albedo
Texture to be set as the new main texture
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Metallic
Float
Sets how "metal like" the surface of the material will be
Metallic Map
The new metallic map of the Material
Metallic Smoothness
Float
Sets how smooth the surface of the material will be
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Normal Map
The new Normal map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Height Map
The new Height map of the Material
Height Value
Float
New height value of the map (range 0 to 1)
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Occlusion Map
The new Occlusion map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Detail Mask
The new Detail mask of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission Map
The new Emission map of the Material
Emission Color
Color
The color of the new Emission map
Intensity
Float
Intensity of the light emitted
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission
Boolean
The new Emission Flag value
Output
A reference of the modified Unity3D Material
RectTransform | A reference of the input Unity3D RectTransform Component |
Position | Vector3 | Position value to be set |
Space | Enum | Local or World space |
Updated Component | A reference of the updated Unity3D Transform Component |
RectTransform | A reference of the input Unity3D RectTransform Component |
Rotation | Quaternion | Rotation value to be set |
Space | Enum | Local or World space |
Updated Component | A reference of the updated Unity3D Transform Component |
RectTransform | A reference of the input Unity3D RectTransform Component |
Scale | Vector3 | Scale value to be set |
Updated Component | A reference of the updated Unity3D RectTransform Component |
RectTransform | A reference of the input Unity3D RectTransform Component |
Anchor | Vector2 | Anchor value to be set |
Anchor Type | Enum | Either Position, Min or Max |
Updated Component | A reference of the updated Unity3D RectTransform Component |
RectTransform | A reference of the input Unity3D RectTransform Component |
Pivot | Vector2 | Pivot value to be set |
Updated Component | A reference of the updated Unity3D RectTransform Component |
RectTransform | A reference of the input Unity3D RectTransform Component |
Size | Vector2 | Size value to be set |
Updated Component | A reference of the updated Unity3D RectTransform Component |
Rigidbody | A reference of the input Unity Rigidbody Component |
Force | Vector3 | Vector describing the Force to be applied |
Force Mode | Used to specify how to apply a Force |
Type | Enum | Either World or Relative |
Rigidbody | A reference of the input Unity Rigidbody Component |
Force | Float | The force of the explosion |
Force Mode | Used to specify how to apply a force |
Radius | Float | Radius of the explosion |
Upwards Modifier | Float | Adjustment to the apparent position of the explosion to make it seem to lift objects |
Rigidbody | A reference of the input Unity Rigidbody Component |
Torque | Vector3 | Vector describing the Torque to be applied |
Force Mode | Used to specify how to apply a force |
Type | Enum | Either World or Relative |
Rigidbody | A reference of the input Unity Rigidbody Component |
Position | Vector3 | Provides the new position for the Rigidbody |
Rigidbody | A reference of the input Unity Rigidbody Component |
Rotation | Quaternion | The new rotation for the Rigidbody |
Rigidbody | A reference of the input Unity Rigidbody Component |
Use Gravity | Boolean | Gravity value |
Updated Component | A reference of the updated Unity Rigidbody Component |
Rigidbody | A reference of the input Unity Rigidbody Component |
Is Kinematic | bool | IsKinematic value |
Updated Component | A reference of the updated Unity Rigidbody Component |
Rigidbody | A reference of the input Unity Rigidbody Component |
Velocity | Vector3 | The velocity vector of the Rigidbody |
Updated Component | A reference of the updated Unity Rigidbody Component |
Rigidbody | A reference of the input Unity Rigidbody Component |
Velocity | Vector3 | The angular velocity vector of the Rigidbody |
Updated Component | A reference of the updated Unity Rigidbody Component |
Image | A reference of the input Unity3D Image Component |
Material | The Material to be set |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D Image Component |
Sprite | The Sprite to be set |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D Image Component |
Color | Color | The color to be set |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D Image Component |
Fill Amount | Float | The amount to be filled [0,1] |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D Text Component |
Content | String | The string value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D Text Component |
Color | Color | The color value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D Text Component |
Font Size | Integer | The font size value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Content | String | The string value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Color | Color | The color value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Font Size | Integer | The font size value of the new text |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D RawImage Component |
Material | The Material to be set |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D RawImage Component |
Texture | The texture to be set |
Output | A reference of the updated Unity3D RawImage Component |
Image | A reference of the input Unity3D RawImage Component |
Color | Color | The color to be set |
Output | A reference of the updated Unity3D RawImage Component |
Ref
A reference of the input Unity3D AudioSource Component
Audio Clip
The associated audio clip to play
Volume
Float
The volume of the audio source (0.0 to 1.0).
Is Playing
Boolean
States if the clip is currently playing or not (Read Only)
Ref
A reference of the input Unity Transform Component
Position
Vector3
The world space position of the Transform
Rotation
Quaternion
The world space rotation of the Transform
Scale
Vector3
The scale of the Transform relative to its parent Transform
Local Position
Vector3
The position of the Transform relative to its parent Transform
Local Rotation
Quaternion
The rotation of the Transform relative to its parent Transform
Lossy Scale
Vector3
The global scale of the object
Forward
Vector3
Normalized Vector representing the forward direction (blue axis) of the Transform in world space
Right
Vector3
Normalized Vector representing the right direction (red axis) of the Transform in world space
Up
Vector3
Normalized Vector representing the up direction (green axis) of the Transform in world space
Ref
A reference of the input Unity3D Light Component
Intensity
Float
Value representing the light intensity
Color
Color
Color of the light
Range
Float
Range of the light
Ref
A reference of the input Unity GameObject
Name
String
Name of the GameObject
Transform
Transform component associated to the object in Scene
Is Active
Boolean
The local active state of the GameObject
Is Active in Scene
Boolean
Defines whether the GameObject is active in Scene
Ref
A reference of the input Unity LineRenderer Component
Start Color
Color
The color at the start of the line
End Color
Color
The color at the end of the line
Start Width
Float
The line width at the start of the line
End Width
Float
The line width at the end of the line
Loop
Boolean
Connect the start and end positions of the line together to form a continuous loop
Position Count
Integer
The number of vertices of the line
Material
The first instantiated material assigned to the line renderer
Shared Material
The shared material of this object
Ref | A reference of the input Unity3D RectTransform Component. |
Anchor Position | Vector2 | The position of the pivot of this RectTransform relative to the anchor reference point. |
Anchor Min | Vector2 | The normalized position in the parent RectTransform that the lower left corner is anchored to. |
Anchor Max | Vector2 | The normalized position in the parent RectTransform that the upper right corner is anchored to. |
Size | Vector2 | The size of this RectTransform relative to the distances between the anchors. |
Pivot | Vector2 | The normalized position in this RectTransform that it rotates around. |
Position | Vector3 | The world space position of the Transform |
Rotation | Quaternion | The world space rotation of the Transform |
Scale | Vector3 | The scale of the Transform relative to its parent Transform |
Local Position | Vector3 | The position of the Transform relative to its parent Transform |
Local Rotation | Quaternion | The rotation of the Transform relative to its parent Transform |
Lossy Scale | Vector3 | The global scale of the object |
Ref | A reference of the input Unity Rigidbody Component |
Position | Vector3 | The world space position of the Rigidbody |
Rotation | Quaternion | The world space rotation of the Rigidbody |
Center of Mass | Vector3 | The center of mass relative to the Transform's origin. |
Velocity | Vector3 | The velocity vector of the Rigidbody. It represents the rate of change of Rigidbody position. |
Ang. Velocity | Vector3 | The angular velocity vector of the Rigidbody is measured in radians per second. |
Automatic Center Of Mass | bool | Whether or not to calculate the center of mass automatically. |
Automatic Tensor | bool | Whether or not to calculate the inertia tensor automatically. |
Use Gravity | bool | Controls whether gravity affects this rigidbody. |
Is Kinematic | bool | Controls whether physics affects the rigidbody. |
Ref | A reference of the input Unity3D Image Component |
Sprite | The sprite that is used to render this image |
Color | Color | Base Color of the Image |
Fill Amount | Float | Amount of the Image shown when the Image.type is set to Image.Type.Filled |
Material | The specified Material used by this Image. The default Material is used instead if one isn't specified |
Ref | A reference of the input Unity3D Text Component |
Content | String | The string value this Text displays |
Ref | A reference of the input Unity3D TextMeshProUGUI Component |
Content | String | The string value this Text displays |
Ref | A reference of the input Unity3D RawImage Component |
Texture | The texture that is used to render this image |
Color | Color | Base Color of the RawImage |
Material | The specified Material used by this image. The default Material is used if one isn't specified |
Collection of OverNode used to interact with Unity's NavMeshAgent
The "NavMeshAgent Exposer" node is designed to provide access to various properties of a NavMeshAgent component. This node allows for the retrieval of the reference to the NavMeshAgent, as well as its current velocity and desired velocity. It is particularly useful for AI scripting in Unity, allowing for decision-making based on the movement and intended path of an agent.
Set Destination
The "Set Destination" node commands a NavMeshAgent to move to a specified location. It takes a NavMeshAgent and a Vector3 destination as inputs. When executed, the node sets the agent's destination to the provided Vector3 coordinates. This node is essential for directing AI characters or objects within a scene, allowing them to navigate to target positions.
Warp To
The "Warp To" node instantly moves a NavMeshAgent to a specified location without taking into account the NavMesh. It is used to teleport the agent to a new position, which can be useful for initializing positions, respawning, or any other case where an instant change in location is required. The node receives a NavMeshAgent and the target Vector3 destination as inputs, and upon execution, it warps the agent to the given coordinates.
Move Agent
The "Move Agent" node controls a NavMeshAgent's movement by specifying an offset from its current position. This node takes in a NavMeshAgent and a Vector3 offset as inputs. When executed, the node moves the agent by the offset amount, which can be used for incremental movement or for applying forces such as knockback or sliding.
ImageStreamer Exposer
The "ImageStreamer Exposer" node is designed to interface with an ImageStreamer component. It allows for the extraction and use of properties related to image streaming, such as the stream's URL, the RawImage component, the Renderer, and the Texture2D being streamed. This node can be used to dynamically update UI elements or textures within a scene based on streaming image data.
Name | Type | Description |
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Set URL
The "Set URL" node is designed to update the URL of an ImageStreamer component, which controls the source of the image stream. It accepts an ImageStreamer and a URL as inputs. When executed, this node sets the new URL on the ImageStreamer, which can be used to change the image being displayed during runtime.
Set Raw Image
The "Set Raw Image" node assigns a RawImage UI component to an ImageStreamer. This enables the ImageStreamer to display the streamed image content within the assigned RawImage component. The node takes an ImageStreamer and a RawImage as inputs and links them together so that the image data received by the streamer is shown in the RawImage component on the UI.
Set Renderer
The "Set Renderer" node is intended to link an ImageStreamer with a Renderer component. This connection allows the ImageStreamer to directly apply the streamed image as a texture to the Renderer's material, which can be used to dynamically update textures on 3D models or other renderable surfaces in the scene.
Play
The "Play" node is designed to start the image streaming process in an ImageStreamer component. It triggers the ImageStreamer to begin loading and displaying the image from its configured source. The node requires an ImageStreamer as input, and upon execution, it activates the streaming functionality of the component.
OverNode used to interact with Unity's Character Controller
CharacterController Exposer
The "CharacterController Exposer" node provides access to various properties of a CharacterController component. It allows visual scripting to query and utilize properties such as position, rotation, and whether the character is grounded, among others. This node is especially useful for controlling character movement and collision response in a game.
Move
The "Move" node applies a movement vector to a CharacterController, causing it to move through the scene. The node takes a CharacterController and a Vector3 motion input, representing the movement to apply. This could be used to simulate walking, jumping, or other forms of translation based on user input or AI decision-making.
Simple Move
The "Simple Move" node automates the movement of a CharacterController along a plane, typically the ground, based on a speed vector. Unlike the "Move" node, "Simple Move" takes into account the character's speed and gravity. It is used for simpler movement scenarios where the agent needs to be grounded and affected by gravity, such as walking on a flat surface.
A Text (TMP) OverNode is used to display text in the scene. The difference with the Text node is that to use this one the User needs to install the TextMeshPro Unity Plugin.
This OverNode is used to expose certain parameters and attributes of a given input Unity3D TextMeshProUGUI Component, which are:
Name | Type | Description |
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This OverNode is used to modify an existing TextMeshPro Component, by setting its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing TextMeshPro Component, by setting the color of its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing TextMeshPro Component, by setting the font size of its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Video Player OverNode is used to reproduce video clips in-game, by interacting with the Unity3D VideoPlayer Component.
Content can be either a VideoClip imported asset or a URL such as http://
.
This OverNode is used to expose the parameters and attributes of a given input Unity 3D VideoPlayer component, which are:
Name | Type | Description |
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This OverNode is used to modify an existing Video Node, by setting a new VideoClip.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Video Node, by setting a URL of the video to be played.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to start playback. It initiates the preparation if not already done, in which case the playback will not start instantly.
This Flow OverNode accepts the following input data:
This OverNode is used to pause the playback and leave the current time intact.
This Flow OverNode accepts the following input data:
This OverNode is used to stop the playback and sets the current time to 0. This also destroys all internal resources such as textures or buffered content.
This Flow OverNode accepts the following input data:
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NavMeshAgent
An input slot that accepts a NavMeshAgent component from which data will be exposed.
Ref
An output slot that provides the reference to the input NavMeshAgent.
Velocity
Vector3
An output slot that provides the current velocity of the NavMeshAgent.
Desired Velocity
Vector3
An output slot that provides the desired velocity of the NavMeshAgent, representing its intended movement direction and speed.
NavMeshAgent
An input slot that accepts a NavMeshAgent component which will be directed to a new destination.
Destination
Vector3
An input slot for the Vector3 coordinates that the NavMeshAgent will be directed to move towards.
Agent
An output slot that provides the NavMeshAgent reference after its destination has been set.
NavMeshAgent
An input slot that accepts a NavMeshAgent component that will be teleported.
Destination
Vector3
An input slot for the Vector3 coordinates to which the NavMeshAgent will be teleported.
Agent
An output slot that provides the NavMeshAgent reference after it has been warped to the new destination.
NavMeshAgent
An input slot that accepts a NavMeshAgent component to be moved.
Offset
Vector3
An input slot for the Vector3 offset by which the NavMeshAgent will be moved.
Agent
An output slot that provides the NavMeshAgent reference after the move operation has been executed.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component whose URL will be updated.
URL
string
An input slot for the new URL string to set on the ImageStreamer.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after its URL has been updated.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component which will be linked to a RawImage.
RawImage
RawImage
An input slot for the RawImage component that will display the streamed image.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after it has been linked to the RawImage component.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component, which will be connected to a Renderer.
Renderer
Renderer
An input slot for the Renderer component to which the ImageStreamer will apply the texture.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after it has been linked to the Renderer component.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component, which will start streaming the image.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after the play action has been invoked.
CharacterController
CharacterController
An input slot that accepts a CharacterController component.
Ref
CharacterController
An output slot that provides the reference to the input CharacterController.
Position
Vector3
An output slot that provides the current world position of the character.
Rotation
Quaternion
An output slot that provides the current world rotation of the character.
Center
Vector3
An output slot that provides the center of the character's collider relative to its transform.
Collision Flags
CollisionFlags
An output slot that provides the collision flags that describe how the character last collided with the environment.
Detect Collisions
bool
An output slot indicating whether collision detection is on or off.
Enable Overlap Recovery
bool
An output slot indicating whether overlap recovery is enabled, helping the character to get out of overlapping situations.
Height
float
An output slot that provides the height of the character's collider.
Is Grounded
bool
An output slot that indicates whether the character is grounded.
Min Move Distance
float
An output slot that provides the minimum move distance of the character.
Radius
float
An output slot that provides the radius of the character's collider.
Skin Width
float
An output slot that provides the skin width used for the character's collider.
Slope Limit
float
An output slot that provides the maximum slope angle that the character can climb.
Step Offset
float
An output slot that provides the step offset which determines how high the character can step up.
Velocity
Vector3
An output slot that provides the current velocity of the character.
CharacterController
CharacterController
An input slot that accepts a CharacterController component to which the motion will be applied.
Motion
Vector3
An input slot for the Vector3 motion that defines the direction and distance the CharacterController should move.
CharacterController
CharacterController
An input slot that accepts a CharacterController component to which the motion will be applied.
Motion
Vector3
An input slot for the Vector3 representing the movement speed in a particular direction.
Text
A reference of the input Unity3D TextMeshPro Component
Content
String
The string value of the new text
Output
A reference of the updated Unity3D Image Component
Text
A reference of the input Unity3D TextMeshPro Component
Color
Color
The color value of the new text
Output
A reference of the updated Unity3D Image Component
Text
A reference of the input Unity3D TextMeshPro Component
Font Size
Integer
The font size value of the new text
Output
A reference of the updated Unity3D Image Component
Video Player
A reference of the input Unity3D VideoPlayer Component
VideoClip
Video Clip asset to be set.
Player Out
A reference of the modified Unity3D VideoPlayer Component
Video Player
A reference of the input Unity3D VideoPlayer Component
URL
String
Video URL
Player Out
A reference of the modified Unity3D VideoPlayer Component
Video Player
A reference of the input Unity3D VideoPlayer Component
Video Player
A reference of the input Unity3D VideoPlayer Component
Video Player
A reference of the input Unity3D VideoPlayer Component
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component.
Ref
ImageStreamer
An output slot that provides the reference to the input ImageStreamer component.
URL
string
An output slot that provides the URL from which the ImageStreamer is streaming the image.
RawImage
RawImage
An output slot that provides the RawImage component where the streamed image is displayed.
Renderer
Renderer
An output slot that provides the Renderer component that may be used to render the streamed texture.
Texture
Texture2D
An output slot that provides the Texture2D object being streamed by the ImageStreamer.
Ref
A reference of the input Unity3D TextMeshPro Component
Content
String
The string value this Text displays
Ref
A reference of the input Unity3D VideoPlayer Component
Is Playing
Boolean
States if the video is currently playing
Is Looping
Boolean
States if the video is looping itself