PathChain implements continuous chain-driven transport systems following complex path networks. More...

Public Member Functions | |
Vector3 | GetClosestDirection (Vector3 position) |
Vector3 | GetClosestPoint (Vector3 position) |
Vector3 | GetPosition (float normalizedposition, bool normalized=true) |
Vector3 | GetDirection (float normalizedposition, bool normalized=true) |
Vector3 | GetUpDirection (float normalizedposition, bool normalized=true) |
float | CalculateLength () |
bool | UseSimulationPath () |
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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) |
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 warinng 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 | |
SimulationPath | Startelement |
List< SimulationPath > | PathForChain |
float | Length |
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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 |
Additional Inherited Members | |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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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
PathChain implements continuous chain-driven transport systems following complex path networks.
This component enables simulation of chain conveyors, power-and-free systems, and circular transport loops where the chain follows a closed path through multiple connected SimulationPath segments. Automatically calculates total chain length from connected path elements and manages continuous movement around the circuit, making it ideal for overhead conveyors, assembly line carriers, and continuous material flow systems in automotive, electronics, and heavy industry applications.
Member Function Documentation
◆ CalculateLength()
float realvirtual.PathChain.CalculateLength | ( | ) |
Implements realvirtual.IChain.
◆ GetClosestDirection()
Vector3 realvirtual.PathChain.GetClosestDirection | ( | Vector3 | position | ) |
Implements realvirtual.IChain.
◆ GetClosestPoint()
Vector3 realvirtual.PathChain.GetClosestPoint | ( | Vector3 | position | ) |
Implements realvirtual.IChain.
◆ GetDirection()
Vector3 realvirtual.PathChain.GetDirection | ( | float | normalizedposition, |
bool | normalized = true |
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Implements realvirtual.IChain.
◆ GetPosition()
Vector3 realvirtual.PathChain.GetPosition | ( | float | normalizedposition, |
bool | normalized = true |
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Implements realvirtual.IChain.
◆ GetUpDirection()
Vector3 realvirtual.PathChain.GetUpDirection | ( | float | normalizedposition, |
bool | normalized = true |
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Implements realvirtual.IChain.
◆ UseSimulationPath()
bool realvirtual.PathChain.UseSimulationPath | ( | ) |
Implements realvirtual.IChain.