Path Follower LPK_PathFollower.cs

This component causes its game object to follow a pre-determined path by the designer.

Suggested use:

Use game objects as nodes to create a path for another object to follow. These nodes can be any object, and they can be hidden or deactivated and still work.

Examples found in: Project 4

Components
Property Type Description Default Value
Component Properties
Loop Type LPK Path Follower Loop Type How to handle path looping once the end of the path is reached. SINGLE
Speed Float Speed (units per second) to move along the path. 5
Nodes Array of Objects Nodes that make up the path to follow. They can be any Unity object. 0
Event Sending Info
Options
PathFollowerReachNodeEvent Event Conditions Event sent when the path follower reaches a node in its path. N/A
PathFollowerReachFinalNodeEvent Event Conditions Event sent when the path follower reaches the final node in its current path. N/A
Values
Event LPK Event Object Event to dispatch when conditions are met:
  • Conditions are listed above in Options.
None
Event Sending Mode LPK Event Sending Mode Who receives the event sent info when input is given from the input device. OWNER = only send to components on the same game object. ALL = send to all game objects. TAGS = send to specified tags. TAGS
Event Sending Mode - TAGS
Tags Array of Tags Which tags will receive this event. 0
Debug Properties
Print Debug Info Boolean Toggle console debug messages. False
Label String Notes for the user about this component. This does nothing to the game or build. None