Utilities¶
Summary¶
namespace MAGES::Utilities
namespace MAGES::Utilities::Keyboard
class AdjustInteractableCircle
class MAGESParenting
Unity’s parenting is very usefull but in many cases impractical (e.g. Scaling issues). This script has nothing to do with Unity’s parenting. it just translates and rotates an object according to another gameobject’s transform.
class RequestAuthorityForChildren
namespace MAGES::Utilities¶
Summary¶
class MAGES::Utilities::DestroyUtilities
Used for networking
class MAGES::Utilities::RenderModeChager
Changes Standard shader rendering mode property
class MAGES::Utilities::RequestAuthority
Used for networking.
class MAGES::Utilities::DestroyUtilities¶
Used for networking
Only the server can destroy network objects. When a network object is deleted on the server, it is deleted on all clients.
class MAGES::Utilities::RenderModeChager¶
Changes Standard shader rendering mode property
Rendering Modes: Opaque, Cutout, Fade, Transparent
class MAGES::Utilities::RequestAuthority¶
class MAGES::Utilities::RequestAuthority
: public MonoBehaviour
Used for networking.
Player must have the authority to move an network object. Objects MUST have local player authority enabled!!!
On Client: This asks the server for permission to move an object. The server then marks that object as Kinematic the this client disables Kinematic and simulate physics for the object
On Server: The server accepts the authority request from a client and grants him permission for that objects manupulation. Marks the object Kinematic for himself. When the server grabs an object it sends a message to the client and starts simulating physics. The client enables Kinematic.
Summary¶
public bool disableKinematicUpdate
public inline bool GetSpawnedAsKinematic()
public inline void SetSpawnedAsKinematic(bool spawnedKinematic)
public inline bool GetEnableKinematicOnDetatch()
public inline void SetEnableKinematicOnDetach(bool enableKinDetach)
Members¶
public bool disableKinematicUpdate¶
public inline bool GetSpawnedAsKinematic()¶
public inline void SetSpawnedAsKinematic(bool spawnedKinematic)¶
public inline bool GetEnableKinematicOnDetatch()¶
public inline void SetEnableKinematicOnDetach(bool enableKinDetach)¶
namespace MAGES::Utilities::Keyboard¶
Summary¶
class MAGES::Utilities::Keyboard::KeyboardController¶
class MAGES::Utilities::Keyboard::KeyboardController
: public MonoBehaviour
Summary¶
{property} KeyboardController Get
Members¶
{property} KeyboardController Get¶
class AdjustInteractableCircle¶
class AdjustInteractableCircle
: public MonoBehaviour
Summary¶
public bool UseCustomDropDistance
public string TargetTransformName
public Transform OvverideTargetTransform
public Transform OvverideControllerTransform
public inline IEnumerator Start()
public inline void RetargetTransform(Transform _retarget)
Members¶
public bool UseCustomDropDistance¶
public string TargetTransformName¶
public Transform OvverideTargetTransform¶
public Transform OvverideControllerTransform¶
public inline void RetargetTransform(Transform _retarget)¶
class MAGESParenting¶
class MAGESParenting
: public MonoBehaviour
Unity’s parenting is very useful but in many cases impractical (e.g. Scaling issues). This script has nothing to do with Unity’s parenting. it just translates and rotates an object according to another gameobject’s transform.
Basically regarding Translation and Rotation it works like Unity’s parenting, without the need for the gameobject to be attached to another one.
NOTICE after the game starts and the gameObject’s MAGESparenting is in use, it’s scale SHOULD NOT be changed to avoid weird results in transformation
class RequestAuthorityForChildren¶
class RequestAuthorityForChildren
: public MonoBehaviour
Summary¶
public bool disableKinematicUpdate