Supported Visuals (World)
To show π
Last updated
To show π
Last updated
These tips are similar to UI tips but are placed in world coordinates instead of on the canvas.
Is positioned relative to target objects in the scene (indicating what to interact with)
Placed in world coordinates independently of the target
Typically, this would be an arrow or a geotag
Typically, this would be text or animated particle field
WorldPointerAnimation (World Pointer)
A component that controls the behavior of each World pointer. Not intended for manual editing. It should be attached to every prefab that acts as a World pointer. It implements the logic for appearance, movement to the target, animation, and disappearance of this visual tip. For example, to create your own custom pointer, you create an arrow 3d object, turn it into a prefab, and then add this component to it. Contains public fields in inspector to interact with:
Settings scriptable object (required). The Pointer animations are controlled using it. If not assigned, settings without animations will be used.
Sprites To Lerp list (optional). All sprites inside the prefab that require color lerp should be added here.
Meshes To Lerp (optional). All meshes inside the prefab that require material lerp should be added here.
Text Element (optional). Used to display a text hint and animate it.
Frame Corner Prefab (optional). Assign the corner prefab here, which will be used to create Frame-type graphics.
If the default pointer animations donβt suit you, set WorldPointerNone
and add your custom animation component to the prefab.
WorldPointerSettings (World Pointer)
A component that allows to create scriptable objects with settings for World pointer animations. Not intended for manual editing. It is assigned to each world pointer prefab. For example, if the settings specify the appearance type as "Zoom" the pointer will appear with a zooming animation. Contains fields to interact with:
Pointer Mode. Used to determine the main behavior of the world pointer.
Use Pivots. If True, then when directing the pointer, it will look for the pivot set for the object, and not its actual center.
Movement Settings. Speeds and delays for the pointer's movement between target objects are set here.
Placement Settings. Offsets from the required target positions. For example, if a 3D pointer highlights a UI element, Behind UI Distance is used to calculate the pointer's position behind the target object relative to the camera.
Rotation Settings. Speeds and delays for rotating the world pointer towards the target direction.
Appearance Settings. Here, types for the pointer's appearance and disappearance are assigned.
Idle Animation settings. Speeds and delays for different types of idle animations are adjusted here.
Screen Edge Settings. Here, values are set to adjust the pointer if it`s target goes beyond the screen boundaries.
WorldGraphicAnimation (World Graphics)
A script that controls the behavior of each World graphic element. Not intended for manual editing. It should be attached to every prefab that acts as a World graphics. The script implements the logic for the appearance, animation, and disappearance of this tip. For example, to create your own custom graphics, you create a GameObject, add your animations, text there, turn it into a prefab, and then add this component to it. The animations are controlled using World Graphic Settings. Contains public fields in inspector to interact with:
Settings scriptable object (required). The Graphic animations are controlled using it. If not assigned, settings without animations will be used.
Sprites To Lerp list (optional). All sprites inside the prefab that require color lerp should be added here.
Meshes To Lerp (optional). All meshes inside the prefab that require material lerp should be added here.
Text Element (optional). Used to display a text hint and animate it.
If the default graphic animations donβt suit you, set WorldGraphicsNone
and add your custom animation component to the prefab.
WorldGraphicSettings (World Graphics)
A script that contains basic settings for World graphic animations and allows the creation of scriptable objects with pre-configured setups. Not intended for manual editing. It is assigned to each world graphics prefab. For example, if the settings specify the appearance type as "Fade" the graphic will appear with a fading animation. Contains fields to interact with:
Appearance Settings. Here, types for the pointer's appearance and disappearance are assigned.
Placement Settings. Contains variables for positioning graphics relative to the camera.
Rotation Settings. Set FaceToCamera to true to make the graphic always face the camera.
Idle Animation settings. Speeds and delays for different types of idle animations are adjusted here.
Screen Edge Settings. Here, the behavior of the graphic is controlled when it goes off-screen.