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Components
Namespace: WIDVE.Utilities
Location: WIDVE Unity Scripts/Utilities/Components
The Utilities/Components folder includes various components that don't fit neatly into any category.
The CursorSettings
component serves as an interface to control cursor settings for the program. Cursor settings are applied during Start
and can also be changed through script.
Property | Description |
---|---|
ShowCursor |
Determines whether the cursor will be visible or not. |
Constraints |
Cursor constraint options, using Unity's CursorLockMode enum. |
The FollowTransform
component provides a simple way to have one GameObject's
transform match the values of another Transform
component. The object to follow is specified by a tag. The FollowTransform
component will update its transform values to match the object being followed every LateUpdate
during Play mode, and optionally during Edit mode as well.
Property | Description |
---|---|
Tag |
The tag that specifies which object to follow. The first Transform with the given tag will be used. If multiple objects use this tag, it cannot be guaranteed which object will be followed. |
FollowPosition |
If checked, transform's position will match the followed object's position. |
FollowRotation |
If checked, transform's rotation will match the followed object's rotation. |
FollowInEditor |
If checked, transform will follow the tagged object in Edit mode. |
The Gizmo
component serves as a customizable way to draw gizmos during Edit mode, without having to hardcode gizmos into any specific script. It offers customizable properties for any type of gizmo that Unity supports. See Unity's Gizmo page for complete details. Gizmos are drawn using the component's current Transform
values.
Property | Description |
---|---|
Type |
The type of gizmo to draw. Each type of gizmo exposes different properties in the inspector. |
Color |
Color to use when drawing the gizmo. |
UseWorldScale |
If checked, gizmo size will be calculated using world scale rather than local scale. |
The DrawMode
property exposes several options for when to draw the gizmo, described below:
Gizmo Draw Modes | Description |
---|---|
Hidden |
Gizmo will not be drawn. |
Always |
Gizmo will always be drawn, regardless of selection. |
If Selected |
Gizmo will be drawn when the object is included in the current selection. |
If Top Level Selection |
Gizmo will be drawn when the object is the currently selected object, visible in the inspector. |
If Not Selected |
Gizmo will be drawn when the object is not included in the current selection. |
The MouseLook
component enables camera control through mouse movement. This is simlar to any first-person game.
Property | Description |
---|---|
CameraParent |
Moving the mouse will control the rotation of this Camera . |
Speed |
The speed (or sensitivity) value that controls how much the camera will rotate in response to the mouse. |
InvertX |
If checked, horizontal camera rotation will be inverted. |
InvertY |
If checked, vertical camera rotation will be inverted. |
MenuOpenedEvent |
The ScriptableEvent that indicates the main menu has been opened. When invoked, mouse look will be disabled. |
MenuClosedEvent |
The ScriptableEvent that indicates the main menu has been opened. When invoked, mouse look will be enabled. |
ActiveAtStart |
If checked, mouse look will be enabled during Start in Play mode. |
ActiveAtStartEditor |
If checked, mouse look will be enabled when entering Play mode in the editor. |
The QuitApplication
component quits the program in response to a Button press. It also provides a public method to quit the program from script. The QuitApplication
component correctly handles quitting the program during Play mode in the editor, and should be used when this functionality is necessary.
The WindowSettings
component serves as a way to control fullscreen and window settings in the editor and through script.
Property | Description |
---|---|
StartMode |
Specifies whether the program should start in a window or fullscreen. |
DefaultWindowResolution |
Resolution to use when starting in windowed mode, or when switching to windowed mode and no other resolution has been set. |
Button |
Button used to change current windowed setting. |
ButtonMode |
Specifies what pressing the Button should do. Can switch to fullscreen mode, switch to windowed mode, or toggle between fullscreen and windowed mode based on the current mode. |