Signals that an entity can be moved. By using this instead of modifying the local transform directly, motion smoothing and movement overrides can be automatically applied when applicable.
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bool | Equals (Movable other) |
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override bool | Equals (object obj) |
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override int | GetHashCode () |
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bool | WorldSpace |
| | If true, targets will be applied in world space instead of local space. This requires additional computation, so only use this if you don't expect the target to be a root-level entity.
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float3 | TargetPosition |
| | The target position this entity should move to.
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quaternion | TargetRotation |
| | The target rotation this entity should rotate to.
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Signals that an entity can be moved. By using this instead of modifying the local transform directly, motion smoothing and movement overrides can be automatically applied when applicable.
If you wish to temporarily control or optimize large quantities of movables, the component can be disabled and will stop updating while that is the case.
◆ FromPositionRotation()
| static Movable FromPositionRotation |
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float3 | position, |
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quaternion | rotation, |
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bool | worldSpace = false ) |
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inlinestatic |
Creates a Movable whose initial target position and rotation matches the arguments.
- Parameters
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| position | The target position of the movable. |
| rotation | The target rotation of the movable. |
| worldSpace | If true, the movable target will be applied to the world position of the entity. |
The documentation for this struct was generated from the following file:
- Runtime/Fundamental/Move/Components/Movable.cs