🧰
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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On this page
  • Animation nodes
  • Audio nodes
  • Collider nodes
  • FX nodes
  • Rendering nodes
  • UI nodes
  • Add Component
  • Get Component
  • Set Component Enabled
  1. AFX
  2. Node dictionary
  3. Unity

Component

Animation nodes

See Animation.

Audio nodes

See Audio.

Collider nodes

See Collider.

FX nodes

See FX.

Rendering nodes

See Rendering

UI nodes

See UI.

Add Component

Adds the given component to the given game object.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Object Reference

Object

Reference to the component to add.

Game Object

Game Object

The game object to add the component to.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Get Component

Gets a reference to a component of the given game object.

To use this node, you must set the type of component that you want to get a reference to. Only then will the Component output port appear on the node. To set the component type, connect an output port of the type that you want to get a reference to the Type Example input port on the Get Component node.

After you set the component type, you can delete the connection to the Type Example port. You can also delete the node that you connected to the Type Example port, if you don't need it.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Game Object

Game object

The game object that has the component you want to get a reference to.

Type Example

object

Used to set the component type. See the description above for more information.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Component

<varies>

Reference to the component of the set type from the given game object. This port appears only after you set the component type. See the description above for more information..

Set Component Enabled

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Behaviour In

Behaviour

The Behaviour to enable or disable.

Set Active

Boolean [editable]

The value to set for the enabled property.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

PreviousUnityNextAnimation

Last updated 1 month ago

Sets the enabled property of the given Behaviour. Behaviours are Components that can be enabled or disabled. For more information, refer to in the Unity documentation.

Behaviour
Example node with type not set (left) and use of a Float Component Reference node to set the type (right)