This component can be attached to any object to cause it to spawn a game object upon receiving an event.
Suggested use:
Spawn any object or prefab when an event is receieved. If you spawn instances of an object that is not a prefab, it spawns clones, and it will not work the same way with collision and other triggers.
Examples found in: Project 5
| Components | |||
|---|---|---|---|
| Property | Type | Description | Default Value | Component Properties |
| Prefab | Object | What prefab to instantiate upon receiving the event. | None |
| Spawns Per Event | Integer | How many instances of the prefab to spawn every time an event is received. | 1 |
| Max Spawns | Integer | Total maximum number of instances this component is allowed to spawn. (0 means no limit). | 0 |
| Cooldown | Float | Amount of time to wait (in seconds) until an event can trigger another spawn. | 0 | Spawn Position Properties |
| Position Spawn Mode | LPK Non Numeric Modify Mode | Mode for how to select the position to spawn a game object with. | SET |
| Spawn Position | Vector3 | Transform whose position will be the spawn location. | 0,0,0 |
| Rotation Spawn Mode | LPK Non Numeric Modify Mode | Mode for how to select the rotation to spawn a game object with. | SET |
| Spawn Rotation | Vector3 | Transform whose angles will be used for the spawned game object. | 0,0,0 |
| Translation Offset Variance | Vector3 | Random translational variance applied to the spawn position. A value of (2, 0, 0) will apply a random offset of -2 to 2 to the X value of the spawn position | 0,0,0 |
| Rotational Offset Variance | Vector3 | Random angular variance applied to the spawned object's angles. | 0,0,0 | Event Receiving Info |
| Event Trigger | LPK Event Object | Which event will trigger this component's action. | None | Game Object Spawned Event Sending Info |
| 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 |