The advanced graphs page is dedicated to the more advanced systems possible when using UDON.
To use the jump jets, place the prefab into the world, and toggle them on either through the "ToggleActive" custom event or the public bool variable. To launch, simply clasp down on your right hand.
Variables
Is Active
- Toggles Active State
Constant Force
- Constant force applied to the player on every jump
Jump Force
- Amount of force applied in the direction the player is looking
Max Jumps
- Max jumps required before the player needs to recharge
Recharge Time
- Amount of time to recharge
Reload Time
- Delay time between jump boosts
Audio
- Audio source
Clips
- The audio that plays for different segments of the prefabs
(NOTE| Requires Playerlocal Capsule prefab in world in order to function)
Jump pads can be used to launch the player into the air.
How to use: Pads automatically launch the player when the jump into the air
Public Variables
Upward Velocity
- The upward speed is the amount of velocity added to the player in the upwards direction.
Forward Velocity
- The foward speed is the amount of velocity added to the player in the forward direction
Object pooling allows an array of objects to be pulled from a pool, and placed anywhere in the world. The object pool will always pull the first object inside the pool, or in the case of all currently being active, pull the oldest active object.
Variables
Auto Populate | This will toggle whether to autopopulate the object array on initialization. If disabled, objects will be put in the array via the "Populate" event.
Parent | This is the parent object for everything in the pool.
Target | This is the target position that the objects will be moved to when they exit the pool.
Set Position/Rotation | This will toggle what the object does when it is pulled from the pool.
Selected | This is the object that is selected to be set back into the pool.
RAYCASTRESET
This example script shows one possible way to push specific objects in the pool back into storage. This raycast selects an object and pushes it into storage.
POPULATE (Editor Script)
This can be placed onto the scene to allow any amount of prefabs to be populated as children of the parent object, allowing easy populating of the pool.
BIG SUCC v9002 -Memetauri
INSTRUCTIONS
INSERT SUCC INTO MAP. PICKUP SUCC BLOCK AND CLICK TO ACTIVATE BIG BOI SPHERE SUCC. ALL MOVEYRIGIDBODYBOIS ON THE SELECTED SUCC LAYER WILL NOW BE SUCCED TO THE CENTER OF THE BIG BOI SPHERE SUCC. IF SUCC BECOME OPPOSITE, IT EXPLODE. DO NOT WORRY, SUCC IS PERFECTLY FINE AND THIS INTENDED. DO NOT EXPLODE.
MAKE SURE MOVEYRIGIDBODYBOIS HAZ AT LEAST ZERO POINT 5 DRAG, PREFERABLY ONE DRAG.
The Vacuum gun is a tool that picks up any rigidbody objects within its sphere of influence when active. To use, simply place into the world. The SUCCForce is the amount of SUCC that is applied to the rigidbodies. The amount of SUCC dissipates the further the rigidbody is from the Suction Point. When disabled, all objects within its influence are launched outward explosively.