🧰
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
  • Transform Info
  • Limit Position
  • Limit Rotation
  • LookAt
  • Rotate
  • SetParent
  • Translate
  1. AFX
  2. Node dictionary
  3. Unity

Transform

Transform Info

Obtain information about a given transform.

Inputs:

Name
Type
Description

Input

Transform

Reference to a transform.

Outputs:

Name
Type
Description

Game Object

Game Object

The game object to which the transform belongs.

Parent

Transform

The transform of the parent object, if any.

Right

Vector3

A vector for the right direction.

Up

Vector3

A vector for the up direction.

Forward

Vector3

A vector for the forward direction.

Limit Position

Modifies the position of the given transform, if required, to restrict the value of one or more axis.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Transform In

Transform

The transform to be restricted.

World Space

Boolean [editable]

If true, the limits will be applied to the transform's world space values. If false, the limits will be applied to the transform's local space values.

Limit X In

Vector2

A vector 2 that defines the upper and lower limits.

Limit Y In

Vector2

A vector 2 that defines the upper and lower limits.

Limit Z In

Vector2

A vector 2 that defines the upper and lower limits.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Limit Rotation

Modifies the rotation of the given transform, if required, to restrict the value of one or more axis.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Transform In

Transform

The transform to be restricted.

World Space

Boolean [editable]

If true, the limits will be applied to the transform's world space values. If false, the limits will be applied to the transform's local space values.

Limit X In

Vector2

A vector 2 that defines the upper and lower limits.

Limit Y In

Vector2

A vector 2 that defines the upper and lower limits.

Limit Z In

Vector2

A vector 2 that defines the upper and lower limits.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

LookAt

Modifies the given transform so that its forward vector points towards another given transform.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Transform In

Transform

The transform to modify.

Look At Transform In

Transform

The transform that holds the position to look at.

World Up In

Vector3

A vector that defines the up direction to apply to Transform In.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Rotate

Rotates a given transform by angles defined by a given vector3.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Transform In

Transform

The transform to modify.

World Space

Boolean [editable]

If true, the rotation is applied in world space. If false, the rotation is applied in local space.

Vector 3 In

Vector3

The rotation to apply.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

SetParent

Sets a given transform to be a child of another given transform.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Parent In

Transform

The new parent for the transform.

Child In

Transform

The transform to set the parent for.

Keep Offset

Boolean [editable]

If true, the transform maintains its word space position. If false, the transform's offset in position from its previous parent is used to set the offset in position from the new parent.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Old Parent Out

Transform

The transform for the parent that Child In was previous a child of.

Translate

Translates a given transform by a distance defined by a given vector3.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Transform In

Transform

The transform to modify.

World Space

Boolean [editable]

If true, the translation is applied in world space. If false, the translation is applied in local space.

Vector3 In

Vector3

The transform to apply.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

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Last updated 8 months ago