PhysicalButton (Component)
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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.