Measurements¶
Picker entries from Jungle Core. Grouped by the category the picker shows them under.
Measurement¶
Acceleration¶
Writes how fast the target's speed is changing.
Measures how fast the target's speed is changing and writes it into the sink on each schedule tick.
Type: AccelerationMeasurement
Accumulated Twist¶
Writes the total degrees the target has turned around an axis.
Counts the target's rotation around one world axis from the moment measurement starts and keeps the running total in the sink, in degrees. Clockwise and counter-clockwise cancel out, and the count keeps going past 360, which makes it the value to watch for anything screwed, wound or dialled: pair it with a Float Range reaction at the number of turns you need. Writing the sink from elsewhere, for example Write Float 0 when the turn completes, restarts the count there.
Type: AccumulatedTwistMeasurement
Angular Velocity¶
Writes how fast the target is spinning.
Measures how fast the target is spinning and writes the result into the sink on each schedule tick. The resulting Vector3 points along the axis the target is turning around, and its length is how fast it's turning.
Type: AngularVelocityMeasurement
Bounds¶
Writes the target's renderer bounds.
Combines the bounds of every Renderer on the target and its children and writes the result into the sink. Can measure in world or local space.
Type: BoundsMeasurement
Configurable Joint Swing 1¶
Writes the joint's swing-1 angle.
Reports the current swing of a Configurable Joint around its secondary axis, in degrees, relative to the joint's pose at the start of measurement. Pair with a Float Range reaction to gate processes by swing zone. Skipped if the joint is not a ConfigurableJoint.
Type: ConfigurableJointSwing1Measurement
Configurable Joint Swing 2¶
Writes the joint's swing-2 angle.
Reports the current swing of a Configurable Joint around its third axis (perpendicular to both the primary and secondary axes), in degrees, relative to the joint's pose at the start of measurement. Pair with a Float Range reaction to gate processes by swing zone. Skipped if the joint is not a ConfigurableJoint.
Type: ConfigurableJointSwing2Measurement
Configurable Joint Twist¶
Writes the joint's twist angle.
Reports the current twist of a Configurable Joint around its primary axis, in degrees, relative to the joint's pose at the start of measurement. Pair with a Float Range reaction to fire processes when the twist crosses a target window. Skipped if the joint is not a ConfigurableJoint.
Type: ConfigurableJointTwistMeasurement
Distance To Object¶
Writes the distance between the target and another object.
Measures how far apart the target and the chosen object are right now, and writes that distance into the sink. Unlike Distance Traveled this is the current gap, not a running total, so it goes down again when the two move closer.
Type: DistanceToObjectMeasurement
Distance Traveled¶
Writes total distance traveled.
Adds up how far the target has moved since the measurement started and writes the running total into the sink.
Type: DistanceTraveledMeasurement
Hinge Angle¶
Writes a HingeJoint's current angle.
Reads the hinge's current angle on the configured schedule (every frame by default) and writes it into the sink. Use a Float Range or Float Threshold reaction on the same value to fire processes when the lever crosses an angle. Skipped if the joint is not a HingeJoint.
Type: HingeAngleMeasurement
Hinge Angular Velocity¶
Writes a HingeJoint's angular velocity.
Reads the hinge's angular velocity each tick (signed degrees per second around the hinge axis) and writes it into the sink. Use a Float Threshold reaction on that value to fire processes when the joint spins faster than a limit. Skipped if the joint is not a HingeJoint.
Type: HingeAngularVelocityMeasurement
Joint Distance¶
Writes the distance between the joint's two anchors.
Computes the world-space distance between the joint's anchor (on this body) and its connected anchor (on the connected body). Use to detect stretch on spring/configurable joints. Pair with a Float Threshold reaction to fire processes when something is being pulled too far.
Type: JointDistanceMeasurement
Joint Force¶
Writes the magnitude of the joint's current force.
Reads the joint's current force each tick. Pair with a Float Threshold reaction to fire processes (sound, particle, fail-state) when the joint comes under stress, before it actually breaks. Works for any joint type.
Type: JointForceMeasurement
Joint Measurement Command¶
Measures a joint's angle, force, twist, … into settable values.
Resolves the target joint and runs every listed joint measurement against it until the host stops the command. Measurements that need a specific joint type (hinge, configurable) skip other joints.
Type: JointMeasurementCommand
Joint Torque¶
Writes the magnitude of the joint's current torque.
Reads the joint's current torque each tick. Pair with a Float Threshold reaction to fire processes when rotational stress exceeds a limit (creaking sound, warning UI). Works for any joint type.
Type: JointTorqueMeasurement
Measurement Command¶
Measures a GameObject's speed, position, bounds, … into settable values.
Resolves the target GameObject and runs every listed measurement against it until the host stops the command. Each measurement writes into its own sink: a Data Storage entry, a value asset, or any other settable value.
Type: MeasurementCommand
Position¶
Writes the current world position of the target.
Writes the world-space position of the measured transform into the sink on each schedule tick.
Type: PositionMeasurement
Speed¶
Writes how fast the target is moving.
Measures how fast the target is moving: how far it travelled since the last sample, divided by the time between samples. Writes the result into the sink. Add a smoothing modifier for a steadier reading.
Type: SpeedMeasurement
Velocity¶
Writes how fast and in which direction the target is moving.
Measures how fast and in which direction the target is moving: how far it travelled since the last sample, divided by the time between samples. Writes the result into the sink as a Vector3. Add a smoothing modifier (like Exponential Smooth) to the modifiers list for a steadier reading.
Type: VelocityMeasurement