(Redirected from Slider (Component))
Component image 
Slider component as seen in the Scene Inspector

The Slider component allows for an object to be grabbed and moved. See Usage for more information.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
EditModeOnly
|
Bool | Determines if this grabbable is effective only in Edit Mode |
AllowSteal
|
Bool | Other users can grab the slot this component is attached to. Like a flag in capture the flag. |
DropOnDisable
|
Bool | The parent slot will be dropped when this component is disabled. |
DontDrive
|
Bool | Write the transforms every game tick, rather than driving it on the local machine and then sending the final value to the host. |
AllowOnlyPhysicalGrab
|
Bool | Only allow grab an object with a physical interaction - remote grabs are not allowed |
ActiveUserFilter
|
ActiveUserHandling | Changes if this component can be grabbed based on who is the active user if any. |
CustomGrabCheck
|
delegate of identity GrabCheck | Not Usable inside Resonite Requires a mod for interacting with Sync Delegates |
_grabber
|
Grabber | Automatically Assigned, the grabber that is grabbing this component. |
_holdSlot
|
Slot | The slot that is "holding" this slot, but not actually acting as this slider's parent. |
_pos
|
reference drive of Sync`1<Float3> | The field this is currently driving for position. |
_rot
|
reference drive of Sync`1<FloatQ> | The field this is currently driving for rotation. |
_scl
|
reference drive of Sync`1<Float3> | The field this is currently driving for scale. |
__legacyActiveUserRootOnly
|
Bool | Automatically Assigned Legacy do not use. Used to handle whether only the active user can grab. Use ActiveUserFilter instead!
|
GrabPriority
|
Int | Determines what gets grabbed if several grabbable objects are touching someone's grab sphere. The IGrabbable with the highest priority will be grabbed first. If the highest priority ties with another IGrabbable, it will grab both of those and ignore any lower priority IGrabbables. |
Rotatable
|
Bool | Whether the slider object is rotatable. |
Scalable
|
Bool | Whether the slider is scalable. |
Range
|
Float3 | The range that the object is allowed to move position wise. |
Origin
|
Float3 | The origin of the range that the object is allowed to move. |
MinScale
|
Float3 | The minimum scale the object can be scaled to. |
MaxScale
|
Float3 | The maximum scale the object can be scaled to. |
VibrationOffset
|
Float | The offset of the vibration intensity. |
VibrationPreset
|
VibratePreset | The preset for triggering vibration with this object. |
SnapIncrement
|
Float | What increment the position of this object should snap to, instead of allowing smooth movement. |
SnapTime
|
Float | The time the object will take to move to a snap position when it snaps. |
SnapOnRelease
|
Bool | Only snap to positions in SnapPositions when released rather than always.
|
SnapPositions
|
list of Slider.SnapPosition | Positions to snap to while grabbing or when released. |
posOffset
|
Float3 | How much to offset the slider's position. |
rotOffset
|
FloatQ | How much to offset the slider's rotation. |
scaleReference
|
Float3 | The original scale reference value. |
referenceParent
|
Slot | The slot that is supposed to be this slider's parent. |
SnapPosition
Name | Type | Description |
---|---|---|
Position
|
Float3 | The position to snap to and measure distance from. |
MaxDistance
|
Float | The distance the slider needs to be under from Position in local transforms to snap to it.
|
Usage
This can be used for NPC pickups, grabbing objects and moving them without parenting under a user, or for sliding doors. this can also be used for physical sliders like on audio boards like mixers.
Examples
Slider - A useful alternative to Grabbable - by ProbablePrime: