Example Drive component demonstrating PrePost FixedUpdate event usage for precise timing control. More...
Public Member Functions | |
| void | PreFixedUpdate () |
| Called before Unity's FixedUpdate - validates inputs and prepares calculations IMPLEMENTS IPreFixedUpdate::PreFixedUpdate. | |
| void | PostFixedUpdate () |
| Called after Unity's FixedUpdate - processes physics results and updates outputs IMPLEMENTS IPostFixedUpdate::PostFixedUpdate. | |
| void | ShowTimingInfo () |
Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| virtual void | OnOwnershipChanged (bool isOwner) |
| Called when network ownership changes. | |
| void | SetNetworkOwner (bool isOwner) |
| Sets IsNetworkOwner and triggers OnOwnershipChanged callback. | |
| void | PreStartSim () |
| Is called by the realvirtualController before the component is started. | |
| void | StartSim () |
| Is called by the realvirtualController to start or stop the component. | |
| void | StopSim () |
| Vector3 | DirectionToVector (DIRECTION direction) |
| Transfers the direction enumeration to a vector. | |
| DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
| Transfers a vector to the direction enumeration. | |
| float | GetLocalScale (Transform thetransform, DIRECTION direction) |
| List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
| List< Signal > | GetConnectedSignals () |
| void | SetVisibility (bool visibility) |
| Sets the visibility of this object including all subobjects. | |
| List< BehaviorInterfaceConnection > | GetConnections () |
| List< Signal > | GetSignals () |
| GameObject | GetChildByName (string name) |
| Gets a child by name. | |
| List< GameObject > | GetChildsByName (string name) |
| Gets all child by name. | |
| GameObject | GetChildByNameAlsoHidden (string name) |
| List< GameObject > | GetAllMeshesWithGroup (string group) |
| List< GameObject > | GetAllWithGroup (string group) |
| List< GameObject > | GetAllWithGroups (List< string > groups) |
| List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
| List< string > | GetMyGroups () |
| List< GameObject > | GetMeshesWithSameGroups () |
| List< GameObject > | GetAllWithSameGroups () |
| MeshRenderer | GetMeshRenderer () |
| Gets the mesh renderers in the childrens. | |
| void | SetCollider (bool enabled, bool includeTriggers=true) |
| sets the collider in all child objects | |
| void | ErrorMessage (string message) |
| Displays an error message. | |
| void | ChangeConnectionMode (bool isconnected) |
| void | Log (string message) |
| Logs a message. | |
| void | Log (string message, object obj) |
| Logs a message with a relation to an object. | |
| void | Warning (string message, object obj) |
| Logs a warning with a relation to an object. | |
| void | Error (string message, object obj) |
| Logs an error with a relation to an object. | |
| void | Error (string message) |
| Logs an error. | |
| GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
| Displays a gizmo for debugging positions. | |
| void | SetFreezePosition (bool enabled) |
| Freezes all child components to the current poosition. | |
| void | SetRbConstraints (RigidbodyConstraints constraints) |
| virtual void | AwakeAlsoDeactivated () |
Public Attributes | |
| float | TargetSpeed |
| Target speed in millimeters per second. | |
| float | Acceleration |
| Acceleration in millimeters per second squared. | |
| PLCInputFloat | PLCTargetSpeed |
| PLC input for target speed control. | |
| PLCOutputFloat | PLCCurrentSpeed |
| PLC output for current speed feedback. | |
| PLCOutputBool | PLCAtTarget |
| PLC output indicating target speed reached. | |
| bool | EnableDebugLogging |
| Enable debug logging for timing analysis. | |
Public Attributes inherited from realvirtual.realvirtualBehavior | |
| string | Name |
| The name of the component if it should be different from the GameObject name. | |
| ActiveOnly | Active |
| GameObject | FromTemplate |
| realvirtualController | realvirtualController |
| bool | HideNonG44Components |
| bool | SceneIsAdditive |
| bool | ForceStop |
| bool | IsNetworkOwner |
| True when this component owns its simulation (local authority). Set to false by MultiplayerWEB on remote clients. | |
Additional Inherited Members | |
Public Types inherited from realvirtual.realvirtualBehavior | |
| enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
Static Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| static bool | DirectionIsLinear (DIRECTION direction) |
| Gets back if the direction is linear or a rotation. | |
Protected Member Functions inherited from realvirtual.realvirtualBehavior | |
| bool | hidename () |
| bool | hideactiveonly () |
| virtual void | OnStopSim () |
| virtual void | OnPreStartSim () |
| virtual void | OnStartSim () |
| MU | GetTopOfMu (GameObject obj) |
| Gets the top of an MU component (the first MU script going up in the hierarchy) | |
| void | InitGame4Automation () |
| Initialiates the components and gets the reference to the realvirtualController in the scene. | |
| virtual void | AfterAwake () |
| void | Awake () |
Detailed Description
Example Drive component demonstrating PrePost FixedUpdate event usage for precise timing control.
Member Function Documentation
◆ PostFixedUpdate()
| void realvirtual.ExampleDriveWithPrePostFixed.PostFixedUpdate | ( | ) |
Called after Unity's FixedUpdate - processes physics results and updates outputs IMPLEMENTS IPostFixedUpdate::PostFixedUpdate.
Implements realvirtual.IPostFixedUpdate.
◆ PreFixedUpdate()
| void realvirtual.ExampleDriveWithPrePostFixed.PreFixedUpdate | ( | ) |
Called before Unity's FixedUpdate - validates inputs and prepares calculations IMPLEMENTS IPreFixedUpdate::PreFixedUpdate.
Implements realvirtual.IPreFixedUpdate.
Member Data Documentation
◆ Acceleration
| float realvirtual.ExampleDriveWithPrePostFixed.Acceleration |
Acceleration in millimeters per second squared.
◆ EnableDebugLogging
| bool realvirtual.ExampleDriveWithPrePostFixed.EnableDebugLogging |
Enable debug logging for timing analysis.
◆ PLCAtTarget
| PLCOutputBool realvirtual.ExampleDriveWithPrePostFixed.PLCAtTarget |
PLC output indicating target speed reached.
◆ PLCCurrentSpeed
| PLCOutputFloat realvirtual.ExampleDriveWithPrePostFixed.PLCCurrentSpeed |
PLC output for current speed feedback.
◆ PLCTargetSpeed
| PLCInputFloat realvirtual.ExampleDriveWithPrePostFixed.PLCTargetSpeed |
PLC input for target speed control.
◆ TargetSpeed
| float realvirtual.ExampleDriveWithPrePostFixed.TargetSpeed |
Target speed in millimeters per second.
Public Member Functions inherited from