🧰
Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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  • Properties
  • ENGAGE reference nodes
  • Unity reference nodes
  • Variable reference nodes
  1. AFX
  2. Node dictionary

Reference

PreviousFlowNextUnity

Last updated 7 months ago

You can use a reference node to pass an object reference into a graph. All reference nodes have a similar structure. For more information about how to use reference nodes, see References.

Properties

Name
Type
Description

Reference

String

A name to use for the reference. This name is added as a property in the Inspector panel.

Outputs:

Name
Type
Description

Object Out

Varies

An object that matches the type of the reference node.

Value Out

Varies

Variable reference nodes only. The value of the referenced object.

ENGAGE reference nodes

ENGAGE reference nodes provide references to objects that are specific to the ENGAGE application.

Node
Path
Description

Grab Object Reference

/AFX Companion/

Grab Object System/

Network State Module Reference

/

Pose Selector Reference

/

Sit Trigger Reference

/

Unity reference nodes

Unity reference nodes provide references to standard Unity objects that are used in the ENGAGE application.

Node
Path
Description

Animator Reference

/Animation/

AudioReverbZone Reference

/Audio/

AudioSource Reference

/Audio/

AimConstraint Reference

/Constraint/

LookAtConstraint Reference

/Constraint/

ParentConstraint Reference

/Constraint/

PositionConstraint Reference

/Constraint/

RotationConstraint Reference

/Constraint/

ScaleConstraint Reference

/Constraint/

ParticleSystem Reference

/FX/

CharacterJoint Reference

/Physics/Joint/

ConfigurableJoint Reference

/Physics/Joint/

FixedJoint Reference

/Physics/Joint/

HingedJoint Reference

/Physics/Joint/

SpringJoint Reference

/Physics/Joint/

WheelCollider Reference

/Physics/

Camera Reference

/Rendering/

Light Reference

/Rendering/

Render Reference

/Rendering/

TextMeshPro Text Reference

/UI/

Behaviour Reference

/

Collider Reference

/

GameObject Reference

/

Object Reference

/

Rigidbody Reference

/

Transform Reference

/

UnityEvent Reference

/

Variable reference nodes

Variable reference nodes provide references to standard variable types.

Node
Path
Description

List Bool Reference

/List/

Reference to a list of Boolean objects

List Float Reference

/List/

Reference to a list of float objects

List GameObject Reference

/List/

Reference to a list of game objects

List Int Reference

/List/

Reference to a list of integer objects

List Material Reference

/List/

Reference to a list of material objects

List Object Reference

/List/

Reference to a list of objects

List String Reference

/List/

Reference to a list of string objects

AnimationCurve Component Reference

/

Bool Component Reference

/

Reference to a Boolean component

Float Component Reference

/

Reference to a float component

Int Component Reference

/

Reference to an integer component

Quaternion Component Reference

/

Reference to a Quaternion rotation component

String Component Reference

/

Reference to a string component

Text Component Reference

/

Reference to a Text component

Vector3 Component Reference

/

Reference to a Vector3 component

For more information, see .

For more information, see .

For more information, see .

For more information, see .

Reference to an Animation Curve component. For more information, see .

Grab Object
Network State Modules
Seat
Seat
Animation curves
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Example reference node in reference mode