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Simply send ’Spawn’ or ’SpawnAsChild’ to this component to instantiate ’Item’ at ’SpawnPoint’. ’Item’ does not have to be an Inventory Pickable, but it can be if you wish. It can be any object that you want to instantiate into your game for any reason. For example you could spawn anthropomorphic bullets out of a cartoon cannon in your level using this, or you could spawn items or even invisible sound effect objects. Really, any prefab is a valid choice.
bool
poolObjectsShould objects be added to a list and respawned from the pool? Objects are available to pool if they are disabled in the Heirarchy when a ’Spawn’ event occurs.
Default value: false
bool
inheritVelocityShould the spawned object inherit our velocity?
Default value: true
Spawns the ’Item’ at ’Spawn Point’.
Spawns the ’Item’ at ’Spawn Point’ and then parents it to the spawn point.
bool
poolObjectsShould objects be added to a list and respawned from the pool? Objects are available to pool if they are disabled in the Heirarchy when a ’Spawn’ event occurs.
Default value: false
bool
inheritVelocityShould the spawned object inherit our velocity?
Default value: true
Spawns the ’Item’ at ’Spawn Point’.
Spawns the ’Item’ at ’Spawn Point’ and then parents it to the spawn point.
Next: MessageToggle, Previous: MessageScalar, Up: Interaction.Output [Contents][Index]