A repository of common information found across the VE2 dev docs
Activation State Settings
Activate on Start: When ticked, the component will activate once the monobehaviour is enabled (when the scene starts, presuming the component is present and enabled in the editor)OnActivate/OnDeactivate: Unity events emitted when the component activates and deactivates. These can be wired into public functions on any monobehaviour, either other VE2 interactables, or your own scripts. These events emit to parametersUse Activation Group: When a component in an activation group is activated, any other components in that group will deactivate automatically. This effectively means only one component within an activation group may be active at once. Useful for creating control panels where only one options can be selectedActivation Group ID: Only available when Use Activation Group is ticked. This is a string that defines the group the component belongs toAdjustable State Settings
On Value Adjusted: Will be emitted when the value of the adjustable changes. Emits a single parameter: A float, equalling the new value of the adjustable.
Note: When choosing a method to wire into this event, be sure to choose the instance of your method listed under “Dynamic float”, not “Static parameters”, this will allow the adjustable to pipe its emitted value directly into the float parameter of your method
Adding a listener to the OnValueAdjusted event such that the new adjustable value is sent to the method via parameter automatically
Minimum Output Value/Maximum Output Value: The adjustable’s value will remain between the minimum and maximum output depending on how far it has been adjusted. For example, if a lever has been pushed to its maximum position, it will output the maximum output valueStarting Output Value: The adjustable will set itself to this value once the monobehaviour is enabled in play modeEmit Value on Start: If ticked, the adjustable will emit its OnValueAdjusted the frame its monobehaviour is first enabled in play modeIncrement per Scroll Tick: Adjustables can be interacted with without grabbing them by using the scroll wheel in 2D or the thumbstick in VR. This setting defines how much the adjustable value will change on each scroll incrementSpatial Adjustable Settings
Adjustment Axis: Defines the local axis along which the adjustable should translate/rotate.Adjustment Type: Defines whether the adjustable should move continuously, or in discrete incrementsNumber of Discrete Values: Only available when in discrete mode. Defines the number of possible discrete values the adjustable can adopt. This will be spaced evenly between the min/max spatial values. For example, a slider with a minimum spatial value of 0, and a maximum spatial value of 1, in discrete mode with 3 values, will move 50cm between each increment, adopting values of 0, 0.5, and 1Minimum Spatial Value/Maximum Spatial Value: The values between which the adjustable can translate or rotate. For linear adjustables, this value measured in meters from the local zero position along the defined axis. For rotational adjustables, it is measured in degrees of rotation from local zero, around the defined axisGrab State Settings
OnGrab/OnDrop Will be emitted when the grabbable is grabbed or dropped. This emits no parametersCollision Click Interaction Settings
Click with Collision in VR: When ticked, players in VR can move their hand into the component to interact with it. This it not available in 2D mode, as there are no hands to track!Ranged Click Interaction Settings
Click at Range in VR: When ticked, players in VR can point at the component and click it from a distance. This is the only method of interaction in 2D, and so cannot be disabled for this modeRanged Free Grab Interaction Settings
Drop Behaviour: When dropped, the grabbable can either…
Keep Momentum: Allows the grabbable to be thrown around the scene, provided the rigidbody is not set to kinematicIgnore Momentum: The grabbable’s velocity will be set to zero when dropped. Exactly what happens next depends on the rigidbody’s physics and kinematic settingsReturn to Original Position: The grabbable will be teleported back to the position from which it was picked upAlign Orientation on Grab: When ticked, upon grab, the grabbable will align itself so its attach point’s forward vector matches that of the hand grabbing itPreserve Inspect Mode Orientation: Only applies in 2D: When ticked, upon leaving inspect mode, the grabbable will retain whatever rotation offset has been applied while inspecting. If unticked, upon leaving inspect mode, the grabbable will realign itself so its attach point’s forward vector matches that of the hand grabbing itOnInspectModeEnter/OnInspectModeExit: These will be emittedRanged Adjustable Interaction Settings
Transform to Adjust: This is the transform that will physically move in the scene as the adjustable’s value changes. This is typically different from the base GameObject (that the adjustable component sits on).