Component:AxisAligner

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Revision as of 22:39, 13 July 2024 by Nuki (talk | contribs) (Adding notes about an issue I had and a workaround. Could move this to another article...)
Component image 
AxisAligner component as seen in the Scene Inspector

Usage

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.
AutoAddChildren Bool Controls whether slots below this component's slot in the hierarchy are automatically added to _targets
Direction AxisDir The axis and direction the items will be aligned on
GlobalAxisXAlign Align Controls how items will be aligned globally, with each other in the X Axis
GlobalAxisYAlign Align Controls how items will be aligned globally, with each other in the Y Axis
GlobalAxisZAlign Align Controls how items will be aligned globally, with each other in the Z Axis
ElementAxisXAlign Align Controls how each item aligns itself, within the align, in the X Axis
ElementAxisYAlign Align Controls how each item aligns itself, within the align, in the Y Axis
ElementAxisZAlign Align Controls how each item aligns itself, within the align, in the Z Axis
Separation Float The spacing between each item in _targets along the specified axis
ExcludeList list of IBounded A list of slots which are excluded from the aligner
_targets list of Target A list of slots which will be aligned. This will be automatically generated if AutoAddChildren is enabled.

Disadvantages and Alternatives

As the Axis Aligner works off of Bounds Calculations, and runs its calculations under a wide range of criteria, it can quickly become heavy with a doezen slots or so. Its Bounds-based nature alao makes it unsuited for evenly spacing objects with different bounds.

To mitigate these kinds of issues, one can make their own version of this in Protoflux, by having OnChange or other triggers fire a ForLoop, which iterates through all Slot Children, and gives them an offset based on the Iteration multiplied by a Float3 for the position. To further implement the bounda functionality, one can use a value that increases by the bounds calculation every iteration, instead of a number based on the Iteration itself.

A simple example was used to align the Avatars in Avatar Station, and is available in Nuki's Public Folder.

Examples

Related Components