For the complete documentation index, see llms.txt. This page is also available as Markdown.

Behaviour & Component Parameters

Parameters are settings that allow you to customize Behaviours and Components.

What are Parameters?

Behaviours and components are bundled packages of logic. Within each are a set of parameters, or variable settings, to customize the way they work.

Edit Logic Button

Parameter Types

Toggle

Use: Defines the state of an object. Turns something ON (TRUE) or OFF (FALSE).

How to Interact: Click to switch back and forth between

Example: A Health Component toggle controls whether the object is invincible or not.

Slider

Use: Selects a number within a predefined range, or minimum and maximum values.

The range is determined by the behaviour or component type and the Attributes of the asset.

How to Interact: Click and drag the slider left to decrease or right to increase the number.

Example:

In the Health component, objects with a higher defense Attribute will have a larger range in the health slider.

Long and Short Text

Use: Entering custom text. Most text parameters permit rich text formatting.

This option may vary from changing a short name for an object to creating a paragraph of text for your Experience's story.

How to Interact: You may need to select 'Rename' from a menu or click in a text box and begin typing for this kind of parameter. Test with the TAB key to be sure it appears properly.

Example: An Asker Behaviour allows for a short text entry for the 'Speaker Name' and a longer text entry for the 'Question.'

You may add more text to short text boxes, but it won't display properly.

Numerical

Use: When a number is required for logic to function properly. This parameter is also available with most sliders for convenience.

How to Interact: Click on the box and type the number value.

Example: The Asset Spawner Behaviour allows you to offset where an object is spawned in relation to the object with this behaviour, by modifying X, Y, and Z values.

Broadcast Types

In any behavior or component, setting the Broadcast Type allows you to choose the message's destination precisely:

  • All - All objects, quests, rules, etc.

  • Everyone in Range - Every object within the range you specify

  • Specific Tags in Range - Every object within the range you specify with specific tags applied

  • Selected Actors - Specific objects (an instance of an asset) Click to select an Object placed in the Experience as the Target. Press to remove a Target from the list.

  • Collided/Hit Actors - Send to objects a Projectile behavour or Raycast component has detected collision with

  • Self - The object which broadcasted the message

  • Team - Select an existing team, defined by Spawn Point behavior

Parameter Information

Color & Font

A parameter with white text doesn't depend on another parameter within that behaviour.

A parameter with green and italicised text depends on the last white parameter above it.

Example:

Health component - When Death Event is set to Destroy, the green label Death Delay appears below it for customisation. If Death Event is set to Game Over, Death Delay will not be available.

Gizmos

When a parameter within a Behaviour or Component has a coloured square or a coloured circle before its name, it means that it’s linked to a gizmo.

A Gizmo is a shape used for controlling and visualising parameters.

Example:

The image below shows how parameters are visualised for Citizen Behaviour. A blue cube represents the Object's Walking Zone and a red circle represents the zone of Enemy Detection.

Gizmos help visualise an Object's parameters.

Gizmos are only displayed in Editor Mode when an Object is selected.

Gizmos help identify the direction and orientation of an Object in 3D space as well as information such as distances from an Object.

Example:

An Object with Message Broadcaster Behaviour has a yellow circle linked to the Broadcast Range parameter to help visualise how far a Message will be sent by it.

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