Getting Started
Package Types
Scene Setup
Custom Collision, Layers, and Tags
Key Differences from Standard Unity3D development
Economy
Scripting
C# Scripting
Visual Scripting
Sync and Multiplayer
Components
Environment Settings Overrides
Render Pipeline Settings Overrides
Guidelines
Supported Features and Limitations
Support
<aside>
<img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> In Visual Scripting many events and actions give you the option between referencing a specific spatial component or using This
. Take the Spatial Trigger on Exit
event for example:
</aside>
<aside>
<img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> This
means it will look for a Trigger Event
attached to the same GameObject as the ScriptMachine
.
Bellow is an example of the condition needed for This
to work. Notice both the Trigger Event
and Script Machine
components are part of the same GameObject.
If the Trigger Event
was not on the same GameObject This
would equal NULL and the event would never fire.
</aside>
<aside>
<img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> If you don’t want to use This
and instead want to reference a specific component, you can do that through a GameObject reference.
In the following example I have a scene variable of type GameObject defined. I can then use that variable as an Input into the Spatial Trigger On Enter
event to receive the event for the trigger on that particular GameObject from any script in the scene.
</aside>