βͺReplace Asset
Switch an asset to a different asset when activated.
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PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.
USAGE TIP This behaviour will not communicate with Quests or [SP] behaviours or components. It can be used in singleplayer Experiences.
Common Uses
Replacing an Object with another to show change: damage, repair, growth, seasons, etc.
Reuse of 3D space by changing scenery and logic
Communications
Inputs: One or more Messages trigger | Outputs: The object is removed from the Experience and the specified asset is placed at its location (determined by the location of its pivot point) |
Parameters
Use Preset - Determines whether the behaviour should spawn a preset or an asset from your library. Preset - If 'Use Preset' is set to True, select what to spawn from your list of custom presets. Tags - Add or remove tags that will be added to the spawned preset/asset. | |
Message Required - Determines which message(s) will be used to activate the behaviour. Add one or more messages or remove unwanted ones. |
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