Component:PhysicalButton

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Revision as of 03:51, 6 December 2021 by imported>Dandicoot (Added a section for "Miscellaneous Notes" to include a note about this component's interaction with the Grabbable Component. If this would be better in the "Usage" category, please move it there!)
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Component image 
Physical Button component as seen in the Scene Inspector


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.
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.