Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
Register

Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Camera Properties

Search our Site


Object
Object Name Name of the Selected Object
Object ID ID of the Object. This cannot be changed and is automatically generated by Bright Engine. When accessing this object via scripts, the ID is used to identify which object you are interacting the script with.
Group ID ID of the group the Object is assigned to.
Properties Property set assigned to the object.
Hide Button By enabling this feature, the selected Object will be hidden in the viewport.
Lock Button By enabling this feature, the selected Object can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the object at a later stage must be done via the Hierarchy panel. Locked objects have a yellow bounding box. This can be toggled at any time.
Position X,Y,Z co-ordinates of the Object in the Zone
Rotation Pitch, Yaw, Roll angles of the Object in the Zone

Camera
Preview Camera Viewpoint Allows you to preview how the world looks through the eyes of the selected camera, without having to enter the Game Testing mode of the engine. By pressing this button again, you will exit the preview mode and will be able to continue working on the scene as normal
Perspective Set the projection matrix mode to perspective, ideal for 3D games.
Orthographic Set the projection matrix mode to orthographic, ideal for 2D games.
Snap To Editor Camera Pressing this button will move and rotate the selected camera object to match the Editor Free Camera.
Exposure
Method Sets the method used to calculate exposure based on the camera properties.
  • Manual
  • Automatic

Manual calculates exposure based on the exposure settings of the camera. Unless these values are manipulated by code, the exposure remains constant. To achieve the best possible results, it is recommended to follow the Sunny 16 rule.

Automatic exposure calculation calculates the average scene luminance to determine who bright or dark the scene is and adjusts the exposure accordingly to simulate the human eye adjusting to the level of light.
Aperture (f-stop) (Manual only) Sets the aperture of the camera in f-stops.
Shutter Time (1/s) (Manual only) Sets the shutter speed of the camera.   
Sensitivity (ISO) (Manual only) Sets the sensitivity of the camera.
Min Exposure (Automatic only) Sets the minimum exposure of the camera to reduce extreme fluctuations. Note that by increasing the minimum exposure, the scene will become brighter
Max Exposure (Automatic only) Sets the maximum exposure of the camera to reduce extreme fluctuations. Note that by decreasing the maximum exposure, the scene will become darker.
Compensation Adjusts the overall scene exposure value to increase or decrease brightness. Note that a camera should not rely on Compensation to achieve physically accurate results. This option should only be used to compensate for any post-processing effects such as tone mapping which darken the scene.
Lens
Field of View (Perspective Only) Set the field of view angle of the camera. Alternatively, you can use the Focal Length and Horizontal Sensor settings for more accurate control.
Focal Length Sets the length of the camera focus in mm. Adjusting this value will automatically calculate the Field of View angle
Horizontal Sensor Sets the size of the horizontal sensor of the camera in mm. Adjusting this value will automatically calculate the Field of View angle.
Orthographic Width (Orthographic Only) Set the Width of the orthographic near plane.
Orthographic Height (Orthographic Only) Set the Height of the orthographic far plane.
Projection
Near Plane Set the near clipping plane distance from the camera in the direction it is facing. By default this value is 0.1, while possible this value can be set to zero however this will drastically decrease the accuracy of the zBuffer and will likely result in more prominent Z-fighting artefacts for objects at a distance from the camera but not necessarily close together.
Far Plane Set the far clipping plane distance from the camera in the direction it is facing. The higher this value, the further the camera can see. Note that this value should always be higher than the Near Plane setting. The greater the value of the Far Plane Setting, the more performance intensive the camera becomes as more objects will be rendered at one time. To optimize long distance render, make use of systems such as LOD’s and Fog. It is worth noting that the larger the difference between the Near and Far plane setting, the less accurate the zBuffer becomes and will result in more prominent issues such as Z-Fighting.
Properties
Primary Camera Sets the primary camera condition to this object. Only one primary camera can exist at any given time. This is the camera that will be used when the zone is being played by the user. The primary camera can be switched through scripting while in-game. When the game is running only the Primary camera has its view and projection matrix calculated.

A primary camera must be assigned in the zone before it can be played within the Editor.
Preview Overlay When in preview mode for the camera, these overlays can be applied to the screen to line up shots in a manner that will be most pleasing. The available overlays are:
  • None
  • Rule of Thirds
  • Golden Ratio


Target Assignment
Target This is the target which the object will be assigned to. If working in a Zone with a large amount of targets, using the drop down list can be slow, instead use the Picker Button.
Picker Button When this is clicked, the user can select the target in the zone they want this object to become attached to by simply clicking on it. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned target object will be selected.
Position Mode Sets the positioning rules of this object now that it is assigned to a target.

  • Independent – Object position is not influenced by assigned target.
  • Relative – Object positioning is affected by the assigned target, and a constant offset is maintained between the object and assigned target. The offset value is set by changing the position of the object. This means that if the assigned target is moving, the object will move relative to the target.
  • Absolute – Object positioning is set by the assigned target. This setting overrides all other positioning methods such as a waypoint path.
Rotation Mode Sets the rotational rules of this object now that it is assigned to a target.

  • Independent- Object rotation is not influenced by the assigned target.
  • Look At – Object rotation is influenced by the assigned target so that it will always be rotated to face in the direction of the target at all times.
  • Look Away – Object rotation is influenced by the assigned target so that it will always be rotated to face away from the target at all times.


Waypoint Assignment
Assigned Waypoints List of the assigned waypoints to the object. The order they appear in the list is the order the object will hop between paths.
Add Add a new waypoint assignment for this object. Note: don’t forget to assign a Waypoint and a Path to this waypoint assignment after creating it using the Waypoint and Path setting. If a path is not assigned to this waypoint assignment, the object will not hop onto it once it finishes its current path.
Rename Rename the selected Waypoint Assignment
Remove Remove the selected Waypoint Assignment. If there are no other Waypoint Assignments for this object, the object will detach from its current path and revert back to its world position.
Waypoint This is the waypoint which the object will be assigned to. Note that only waypoints which have at least one path can be selected. If working in a Zone with a large amount of waypoints, using the drop down list can be slow, instead use the Picker Button.
Path This is the selected path of the selected waypoint which the object will follow.
Picker Button When this is clicked, the user can select the waypoint in the zone they want this object to become attached to by simply clicking on it. Note that all waypoints which do not have at least one path are not rendered when using this tool. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned waypoint object will be selected.
Initial Progress This sets how far along the path the object will be at the start of its movement. This is a percentage and has a value between 0 and 100.
Inherit Rotation This will cause the object to rotate itself in the same direction as the last waypoint passed within the path.
Interpolate Rotation The will cause the object to use an interpolated rotation value between the last and next waypoint along the path.
Interpolate After This will set the percentage progress of the distance travelled between the last and next waypoint along the path, before the interpolated rotation value is used.
Hop After This will set the percentage progress of the distance travelled until the object hops onto the next path within the Assigned Waypoint List. Note that objects will not hop to the next path, if the next path is not set.
Offset Position This sets an offset in the object’s position compared to the position along the path.
Offset Rotation This sets an offset in the object’s rotation compared to the rotation set by the waypoints.