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Revision as of 22:59, 29 January 2024
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Component image
The PhysicalButton component can be used to create buttons that move inward when pressed by a user, a press depth and threshold can be set to customize the physical feeling of the button.
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. |
PressAxis
|
Float3 | |
AcceptPhysicalTouch
|
Bool | |
AcceptRemoteTouch
|
Bool | |
AcceptOutOfSightTouch
|
Bool | |
EditModeOnly
|
Bool | |
ActiveUserFilter
|
ActiveUserHandling | |
__legacyActiveUserRootOnly
|
Bool | |
Pressed
|
WorldDelegate | |
Pressing
|
WorldDelegate | |
Released
|
WorldDelegate | |
PressDepth
|
Float | |
PressThreshold
|
Float | |
ReleaseThreshold
|
Float | |
IsPressed
|
Bool | |
IsHovering
|
Bool | |
BeginPressVibration
|
VibratePreset | |
PressVibration
|
VibratePreset | |
HoverVibration
|
VibratePreset | |
Label
|
IField<string> | |
_currentPressingDepth
|
Float | |
_buttonOffset
|
Float3 | |
_buttonPosition
|
IField<float3> |
Usage
Examples
Related Components
Miscellaneous Notes
When adding this component to an object that has the Grabbable component, you will notice that the object may not be grabbable anymore. To remedy this, create a child object on the main object you want to be your button. Then, on that child object, attach this component. You should now have an object that is grabbable and functions as a button.