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:
|
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 |