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.
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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.
Waypoint Properties

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Object
Object Type Type of the Object Selected, in this case Waypoint
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. Objects following its path, can inherit this rotation.

Waypoint
Sleep Timer Sets the sleep time in seconds of the selected waypoint.

Whenever an object moves along the path and reaches the selected waypoint. They will pause at the waypoint for the sleep time.
Sleep Randomiser Adds a randomness aspect to the Sleep Timer value
Path List List of all the paths contained by this waypoint. Select the Path you want to edit
Add Add a new Path to this waypoint
Rename Rename the selected Path
Remove Remove the Selected Path
Path Color Sets the color of the path when it is rendered. This has no impact on the actual game or scene. This is simply to make it easier to differentiate between two or more paths using the same waypoint.
Loop Type Set the method of which objects attached to this path will loop.
  • Loop Forward: Loop through the path forward
  • Loop Backward: Loop through the path backward
  • Ping-Pong: Bounce between the start and end of the path
  • Once: Move along the path once and stop moving once reaching the end
Lerp. Type Set the type of path interpolation.
  • Linear: Straight lines between waypoints along the path.
  • Bezier: Curved lines between waypoins along the path.
Speed Mode Set the speed calculation method of each object along the path
  • Inherit: Objects will use the “Speed” value from their assigned property set. If the object does not move along the path, make sure that the assigned property set of the object has a property called “Speed”. See Property Manager for more details. This is how you could have multiple objects using the same path but moving at different speeds.
  • Override: Set an absolute speed of which all objects moving along this path will move at.
Speed (m/s): Sets the Override speed value in meters per second
Reverse Flow If enabled, changes the flow direction of the path
Link Waypoint This button allows you to add other waypoints to the path. When pressed it is highlighted in blue and you can add waypoints to the path by simply clicking on them in the viewport. When you are finished, click the Link Waypoint Button again.

All waypoints in the selected path are shown below in the Path Waypoint List
Path Waypoint Nodes Shows a list of the waypoint nodes along the selected path.
Remove Remove the selected Path Waypoint from the Path
Node Offset If using the Bezier Lerp Type, you can control the shape of the curve by adjusting the node offset of each Waypoint in the Path.