Component:SnapPoint: Difference between revisions

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A snap point is a component that when called by another component always returns the point of the slot it is on (0,0,0). Usually this is used in components like the [[Component:MultiUserAvatarAnchor|Multi User Avatar Anchor Component]] to determine where to place the anchors upon clicking (click point is used in such case). This component will take a given point by another component and return the position the slot is on, acting as a nullifier of incoming data.
A snap point is a component that when called by another component always returns the point of the slot it is on (0,0,0). Usually this is used in components like the [[Component:MultiUserAvatarAnchor|Multi User Avatar Anchor Component]] to determine where to place the anchors upon clicking (click point is used in such case). This component will take a given point by another component and return the position the slot is on, acting as a nullifier of incoming data.
The functionality of this component is internal, and cannot be used by [[ProtoFlux]] to snap points using in game code.


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== Usage ==
== Usage ==
Used as an anchor point generator in the [[Component:MultiUserAvatarAnchor|Multi User Avatar Anchor Component]] and other components.
Used as an anchor point generator in the [[Component:MultiUserAvatarAnchor|Multi User Avatar Anchor Component]] and drawing tools.


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Latest revision as of 19:05, 29 February 2024

Component image 
Snap Point component as seen in the Scene Inspector

A snap point is a component that when called by another component always returns the point of the slot it is on (0,0,0). Usually this is used in components like the Multi User Avatar Anchor Component to determine where to place the anchors upon clicking (click point is used in such case). This component will take a given point by another component and return the position the slot is on, acting as a nullifier of incoming data.

The functionality of this component is internal, and cannot be used by ProtoFlux to snap points using in game code.

Fields

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.
SnapParent Slot Where to put slots if the component is being used for slot placement.

Usage

Used as an anchor point generator in the Multi User Avatar Anchor Component and drawing tools.

Examples

Related Components