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Object Type | Type of the Selected Object, in this case Trigger |
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 |
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Enabled | Enables/Disables the Trigger Object. If a trigger object is disabled, none of the scripts will be executed even if the camera moves inside the Trigger Object’s radius. |
Radius | Sets the radius of the Trigger Object |
Entry Cooldown | Sets the cooldown timer of the entry script. The entry script will not be run until after the cooldown period has expired from when it was first triggered. |
Exit Cooldown | Sets the cooldown timer of the exit script. The exit script will not run until after the cooldown period has expired from when it was first triggered. |
Entry Script | Sets the file path of the script to be executed when the camera enters the Trigger Object’s radius. The function main() will be executed. If the script file does not have a main() function, the operation will abort. |
Inside Script | Sets the file path of the script to be executed when the camera is inside the Trigger Object’s radius. Warning this script will be triggered every frame until after the camera has left the Trigger Object Radius and can lead to poor performance if used incorrectly. The function main() will be executed. If the script file does not have a main() function, the operation will abort. |
Exist Script | Sets the file path of the script to be executed when the camera leaves the Trigger Object’s radius. The function main() will be executed. If the script file does not have a main() function, the operation will abort. |
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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.
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Rotation Mode | Sets the rotational rules of this object now that it is assigned to a target.
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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. |