Component:DebugSphereRaycast: Difference between revisions

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|Name=Debug Sphere Raycast
|Name=Debug Sphere Raycast
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The '''DebugSphereRaycast''' component is used to show the multiple hit normals (1 per collider) of a sweep raycast of a sphere. This essentially acts as a fat raycast, which has thickness. Unfortunately this raycast is only for Debug purposes. Is simulated on the host machine.


{{Note|When using this component, you will feel lag.|warning}}
{{Note|When using this component, you will feel lag.|warning}}


== Usage ==
{{Template:Debug}}
 
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|Direction|Float3|
|Direction|Float3| the direction and distance the raycast should go.
|Radius|Float|
|Radius|Float| How far the raycasts created should go.
}}
}}
== Behavior ==
== Examples ==


== See Also ==
== See Also ==
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[[Category:Components:Debug{{#translation:}}|Debug Sphere Raycast]]
[[Category:Components{{#translation:}}|Debug Sphere Raycast]]
[[Category:Components{{#translation:}}|Debug Sphere Raycast]]
[[Category:ComponentStubs]]

Latest revision as of 02:17, 15 February 2025

Component image 
Debug Sphere Raycast component as seen in the Scene Inspector

The DebugSphereRaycast component is used to show the multiple hit normals (1 per collider) of a sweep raycast of a sphere. This essentially acts as a fat raycast, which has thickness. Unfortunately this raycast is only for Debug purposes. Is simulated on the host machine.

When using this component, you will feel lag.
This game element is a debug item. Elements like this may be removed at any time without warning, and creations should not rely on it.

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. Some components stop their functionality when this field is disabled, but some don't.
Direction Float3 the direction and distance the raycast should go.
Radius Float How far the raycasts created should go.

See Also