Spatial¶
Picker entries from Jungle Core. Grouped by the category the picker shows them under.
Asset¶
Bounds List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Bounds, so multiple things can point at the same list.
Type: BoundsListValueAsset · Full page
Bounds List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Bounds from a shared Bounds List Value asset.
Type: BoundsListValueFromAsset
Bounds Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Bounds (3D box), so multiple things can point at the same bounds.
Type: BoundsValueAsset · Full page
Bounds Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Bounds from a shared Bounds Value asset.
Type: BoundsValueFromAsset
Layer Mask List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of LayerMasks, so multiple things can point at the same list.
Type: LayerMaskListValueAsset · Full page
Layer Mask List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of LayerMasks from a shared LayerMask List Value asset.
Type: LayerMaskListValueFromAsset
Layer Mask Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared LayerMask, so multiple things can point at the same layer selection.
Type: LayerMaskValueAsset · Full page
Layer Mask Value From Asset¶
Provided by a shared ScriptableObject.
Reads a LayerMask from a shared LayerMask Value asset.
Type: LayerMaskValueFromAsset
Orientation Asset¶
Shared asset editable in the Project window.
Asset that stores a shared rotation (Quaternion), editable in the Project window.
Type: QuaternionValueAsset · Full page
Orientation From Asset¶
Provided by a shared ScriptableObject.
Reads a rotation (Quaternion) from a shared Quaternion Value asset.
Type: QuaternionValueFromAsset
Orientation List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of rotations (Quaternions), editable in the Project window.
Type: QuaternionListValueAsset · Full page
Orientation List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of rotations from a shared Quaternion List Value asset.
Type: QuaternionListValueFromAsset
Rect List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Rects, editable in the Project window.
Type: RectListValueAsset · Full page
Rect List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Rects from a shared Rect List Value asset.
Type: RectListValueFromAsset
Rect Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Rect, editable in the Project window.
Type: RectValueAsset · Full page
Rect Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Rect from a shared Rect Value asset.
Type: RectValueFromAsset
Vector2 List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Vector2s, editable in the Project window.
Type: Vector2ListValueAsset · Full page
Vector2 List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Vector2s from a shared Vector2 List Value asset.
Type: Vector2ListValueFromAsset
Vector2 Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Vector2, editable in the Project window.
Type: Vector2ValueAsset · Full page
Vector2 Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Vector2 from a shared Vector2 Value asset.
Type: Vector2ValueFromAsset
Vector2Int List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Vector2Ints, editable in the Project window.
Type: Vector2IntListValueAsset · Full page
Vector2Int List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Vector2Ints from a shared Vector2Int List Value asset.
Type: Vector2IntListValueFromAsset
Vector2Int Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Vector2Int (whole-number 2D vector), editable in the Project window.
Type: Vector2IntValueAsset · Full page
Vector2Int Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Vector2Int from a shared Vector2Int Value asset.
Type: Vector2IntValueFromAsset
Vector3 List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Vector3s, editable in the Project window.
Type: Vector3ListValueAsset · Full page
Vector3 List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Vector3s from a shared Vector3 List Value asset.
Type: Vector3ListValueFromAsset
Vector3 Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Vector3, editable in the Project window.
Type: Vector3ValueAsset · Full page
Vector3 Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Vector3 from a shared Vector3 Value asset.
Type: Vector3ValueFromAsset
Vector3Int List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Vector3Ints, editable in the Project window.
Type: Vector3IntListValueAsset · Full page
Vector3Int List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Vector3Ints from a shared Vector3Int List Value asset.
Type: Vector3IntListValueFromAsset
Vector3Int Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Vector3Int (whole-number 3D vector), editable in the Project window.
Type: Vector3IntValueAsset · Full page
Vector3Int Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Vector3Int from a shared Vector3Int Value asset.
Type: Vector3IntValueFromAsset
Vector4 List Asset¶
Shared asset editable in the Project window.
Asset that stores a shared list of Vector4s, editable in the Project window.
Type: Vector4ListValueAsset · Full page
Vector4 List From Asset¶
Provided by a shared ScriptableObject.
Reads a list of Vector4s from a shared Vector4 List Value asset.
Type: Vector4ListValueFromAsset
Vector4 Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared Vector4, editable in the Project window.
Type: Vector4ValueAsset · Full page
Vector4 Value From Asset¶
Provided by a shared ScriptableObject.
Reads a Vector4 from a shared Vector4 Value asset.
Type: Vector4ValueFromAsset
Camera¶
Main Camera GameObject¶
Resolves to Camera.main's GameObject at every call.
Provides the GameObject of Unity's current Main Camera (the camera tagged MainCamera). Resolved each frame, so it stays correct if the active Main Camera changes.
Type: MainCameraGameObject
Constraints¶
Axis Constraint¶
Constrains rotation to a single axis with optional angle limits.
Locks rotation to a single axis, keeping only the spin around that axis and discarding any tilt away from it. Optionally clamps the angle to a min/max range, ideal for hinges, dials, and levers.
Type: QuaternionAxisConstraintModifier
Axis Constraint¶
Locks one or more axes, allowing movement only on the enabled axes.
Freezes position on disabled axes while allowing movement on enabled ones. Locked axes retain the current value instead of following the target.
Type: Vector3AxisConstraintModifier
Clamp To Bounds¶
Clamps the value within a rectangle.
Restricts the value to stay within a rectangle defined by min and max corners, clamping each axis independently.
Type: Vector2ClampModifier
Clamp To Bounds¶
Clamps position within a bounding box.
Restricts position to stay within a rectangular bounding box defined by min and max corners, clamping each axis independently.
Type: Vector3ClampModifier
Cone Constraint¶
Limits how far rotation can tilt away from a reference (a cone), with optional twist limits.
Keeps rotation within a cone around an axis: the tilt away from the reference is clamped to a maximum angle, while spin around the axis stays free unless you enable twist limits. Ideal for ball-joints, look-at limits, and turrets.
Type: QuaternionConeConstraintModifier
Project Onto Shape¶
Snaps the position to the closest point on a shape.
Locks the position onto a shape (Plane, Line, Circle, Arc, MeshUV…). Each frame the position is replaced by the closest point on the shape, turning free movement into rail-, surface-, or curve-constrained movement.
Type: Vector3ProjectOntoShapeModifier
Snap To Angles¶
Snaps rotation to the nearest N-degree increment.
Snaps rotation to the nearest multiple of an angle increment you choose. Can snap all three euler axes independently, or snap only around a single axis for ratchet-style stepped rotation.
Type: QuaternionSnapToAnglesModifier
Snap To Grid¶
Snaps position to the nearest grid increment per axis.
Snaps position to the nearest grid cell on each axis, with configurable cell size and origin offset. Set any axis size to zero to leave it unsnapped.
Type: Vector3SnapToGridModifier
Speed Limiter¶
Caps rotation speed to a maximum degrees-per-second rate.
Limits how fast the rotation can turn, in degrees per second. No matter how far the target jumps, the rotation never changes faster than the configured speed.
Type: QuaternionSpeedLimiterModifier
Speed Limiter¶
Caps movement speed to a maximum units-per-second rate.
Limits movement velocity to a maximum units-per-second rate, preventing the position from changing faster than the configured speed regardless of target distance.
Type: Vector3SpeedLimiterModifier
Data¶
Set Transform Set¶
Writes a Transform Set by key.
Writes a Transform Set to a data storage entry. Pair it with Transform Set From Hierarchy in an Editor Process to save a pose with the Run button.
Type: SetTransformSetAction
Data Storage¶
Transform Set From Data Storage¶
Reads a Transform Set from a DataStorage by key.
Reads a saved Transform Set, such as a hand pose, from a DataStorage by Key.
Type: TransformSetFromDataStorage
Data / Entries¶
Transform Set Entry¶
A Transform Set stored under a Key.
Stores a Transform Set in the data storage under a Key: a saved pose, such as how a hand holds this object, read back by whatever applies it.
Type: TransformSetEntry
Data / Spatial¶
Set Bounds¶
Sets the asset to a specified Bounds value.
Writes a Bounds value to the target asset. Use for resetting bounds, applying computed values, or any one-shot assignment.
Type: SetBoundsOperation
Set LayerMask¶
Sets the asset to a specified LayerMask value.
Writes a LayerMask value to the target asset. Use for resetting layer masks, applying computed values, or any one-shot assignment.
Type: SetLayerMaskOperation
Set Orientation¶
Sets the asset to a facing.
Writes a Quaternion value to the target asset. Use for resetting rotations, applying computed values, or any one-shot assignment.
Type: SetQuaternionOperation
Set Rect¶
Sets the asset to a specified Rect value.
Writes a Rect value to the target asset. Use for resetting rects, applying computed values, or any one-shot assignment.
Type: SetRectOperation
Set Rotation Over Time¶
Drives a settable rotation toward a target over time.
Evolves a settable rotation each frame using a pipeline target and optional modifiers. Rotations blend smoothly and take the shortest arc.
Type: WriteQuaternionPipelineOperation
Set Vector2¶
Sets the asset to a specified Vector2 value.
Writes a Vector2 value to the target asset. Use for resetting positions, applying computed values, or any one-shot assignment.
Type: SetVector2Operation
Set Vector2 Over Time¶
Drives a settable Vector2 toward a target over time.
Evolves a settable 2D value each frame using a pipeline target and optional modifiers. Blend toward a value, follow a source through a modifier chain, ease, oscillate, or spring.
Type: WriteVector2PipelineOperation
Set Vector2Int¶
Sets the asset to a specified Vector2Int value.
Writes a Vector2Int value to the target asset. Use for resetting positions, applying computed values, or any one-shot assignment.
Type: SetVector2IntOperation
Set Vector3¶
Sets the asset to a specified Vector3 value.
Writes a Vector3 value to the target asset. Use for resetting positions, applying computed values, or any one-shot assignment.
Type: SetVector3Operation
Set Vector3 Over Time¶
Drives a settable Vector3 toward a target over time.
Evolves a settable position or direction each frame using a pipeline target and optional modifiers. Blend toward a value, follow a source through a modifier chain, ease, oscillate, or spring.
Type: WriteVector3PipelineOperation
Set Vector3 Over Time¶
Drives the asset's Vector3 value over time using a pipeline.
Evolves a Vector3 value asset each frame using a pipeline target and optional modifiers. Use for smooth transitions, oscillations, or any time-based Vector3 value change.
Type: Vector3AssetPipelineOperation
Set Vector3Int¶
Sets the asset to a specified Vector3Int value.
Writes a Vector3Int value to the target asset. Use for resetting positions, applying computed values, or any one-shot assignment.
Type: SetVector3IntOperation
Set Vector4¶
Sets the asset to a specified Vector4 value.
Writes a Vector4 value to the target asset. Use for resetting stored values, applying computed values, or any one-shot assignment.
Type: SetVector4Operation
Write Vector3¶
Reads a Vector3 source and writes it into a settable Vector3 target.
Reads a position or direction from any source and writes it into any settable target. Use inside a Value Command (in a Process Component or a reaction's process) to copy a value from one place to another.
Type: WriteVector3Operation
Data / Value Asset¶
Bounds Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Bounds value asset. Instant and timed operations can be mixed freely.
Type: BoundsValueAssetCommand
LayerMask Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one LayerMask value asset. Instant and timed operations can be mixed freely.
Type: LayerMaskValueAssetCommand
Orientation Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Quaternion value asset. Instant and timed operations can be mixed freely.
Type: QuaternionValueAssetCommand
Rect Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Rect value asset. Instant and timed operations can be mixed freely.
Type: RectValueAssetCommand
Vector2 Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Vector2 value asset. Instant and timed operations can be mixed freely.
Type: Vector2ValueAssetCommand
Vector2Int Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Vector2Int value asset. Instant and timed operations can be mixed freely.
Type: Vector2IntValueAssetCommand
Vector3 Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Vector3 value asset. Instant and timed operations can be mixed freely.
Type: Vector3ValueAssetCommand
Vector3Int Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Vector3Int value asset. Instant and timed operations can be mixed freely.
Type: Vector3IntValueAssetCommand
Vector4 Value Asset Command¶
Set or pipeline the value.
Combines multiple operations (set, pipeline, etc.) into a single command targeting one Vector4 value asset. Instant and timed operations can be mixed freely.
Type: Vector4ValueAssetCommand
Input¶
Pointer Drag Threshold¶
True once the pointer moved far enough from where the button was pressed.
Passes once the pointer is more than the threshold, in pixels, away from where the button was pressed, while the button is held and on the frame it is released. Use it to tell a drag from a click: a marquee only when this passes, a click selection when it does not.
Type: PointerDragThresholdCondition
Screen Space Movement Threshold¶
Activates once the cursor moves far enough.
Turns on once the cursor has moved past a set pixel distance from where it started.
Type: ScreenSpaceMovementThresholdCondition
Layout / Shape / Coordinates¶
Along U¶
Spreads items along U, keeping V fixed.
Moves items along the U axis, from Min U to Max U, while V stays fixed. Use this to spread items along a line, arc, or around a circle.
Type: AlongUCoordinateStrategy
Along UV¶
Varies both U and V (independent or grid).
2D distribution over a UV rectangle. Independent mode pairs two spread sequences; Grid mode lays out a square mesh of UVs.
Type: AlongUVCoordinateStrategy
Along V¶
Spreads items along V, keeping U fixed.
Moves items along the V axis, from Min V to Max V, while U stays fixed.
Type: AlongVCoordinateStrategy
Layout / Shape / Spreads¶
Equal¶
Evenly-spaced parameters in [0, 1].
Equal spacing. Inclusive places the first and last samples at the bounds. Centered offsets samples by half a cell, use it for shapes where U wraps (circle).
Type: EqualSpreadStrategy
Layout / Slots¶
GameObject Value¶
Use the positions of one or more GameObjects as the layout slots.
Takes a source of GameObjects (one or several) and uses each GameObject's current position, rotation and scale as a slot, in order.
Type: GameObjectValueSlotSource
Shape¶
Place slots along a shape, picked by a coordinate strategy and a spread strategy.
Combine any shape (line, arc, circle, plane, mesh surface, …) with a coordinate strategy and a spread to drive a layout. Alignment turns each slot: Normal faces it outward along the surface, Tangent turns it along the shape so a row of slots fans like a hand of cards. Rotation Offset adds a fixed turn on top, for objects built facing another way.
Type: ShapeLayoutSlotSource
Transform List¶
Explicit list of Transform references.
One slot per transform reference. Null entries are skipped. The origin parameter is ignored, each transform owns its own world pose.
Type: TransformListSlotSource
Layout / Subjects¶
Container¶
GameObjects currently held by a container.
Pulls the GameObjects currently in the referenced container. Re-run Begin (or call PerformLayout) after the container changes to refresh the arrangement.
Type: ContainerSubjectSource
Fixed List¶
An explicit list of GameObject references.
Hand-authored list, useful for tests, fixed scene wiring, or when subjects don't live in a container.
Type: GameObjectListSubjectSource
GameObject Value¶
GameObjects produced by any GameObject source.
Picks any GameObject source (detector, last-detected, lookup, and so on) and lays out everything it produces, whether it gives one GameObject or several.
Type: GameObjectValueSubjectSource
Lookup¶
Local GameObject Bounds¶
Computes local-space bounds from a GameObject's renderers and/or colliders.
Computes the local-space bounding box of a GameObject from its Renderers and/or Colliders, with configurable caching.
Type: LocalGameObjectBounds
Orientation At Condition¶
Picks a facing based on which condition is true.
Evaluates conditions in order and returns the matching entry's Quaternion; falls back to a default when none pass.
Type: QuaternionAtCondition
Orientation At Index¶
Picks one facing from a list by index.
Returns a Quaternion from an array by index.
Type: QuaternionAtIndex
Ray From Camera¶
Creates a ray from a camera using a screen position.
Creates a Ray from a camera through a screen position, useful for mouse picking.
Type: RayFromCameraValue
Ray From Origin And Direction¶
Creates a ray using an origin and direction.
Creates a Ray from separate origin and direction values.
Type: RayFromOriginDirectionValue
Shape From Component¶
The shape held by a Shape component in the scene.
Uses the shape held by a Shape component on a GameObject. Use this when several things should share one shape you can see and drag around in the Scene view, instead of each keeping its own copy.
Type: ShapeFromComponentValue
Transform From GameObject¶
Transform from a GameObject via hierarchy lookup.
Gets a Transform component from a GameObject by searching its hierarchy.
Type: TransformFromGameObjectValue
Transform From Objects¶
One transform per GameObject in a set.
Turns a set of objects into their poses, one per object. Point it at any object source (a fixed list, a container, a detector, or 'every object with a tag') to use those objects' positions and rotations as a set of poses.
Type: TransformsFromGameObjects
Vector3 At Condition¶
Picks a Vector3 based on which condition is true.
Evaluates conditions in order and returns the matching entry's Vector3; falls back to a default when none pass.
Type: Vector3AtCondition
Vector3 At Index¶
Picks one Vector3 from a list by index.
Returns a Vector3 from an array by index.
Type: Vector3AtIndex
Volume From Component¶
The volume held by a Volume component in the scene.
Uses the volume held by a Volume component on a GameObject. Use this when several things should share one volume you can see and resize in the Scene view.
Type: VolumeFromComponentValue
World GameObject Bounds¶
World-space bounds from a GameObject's colliders and/or renderers.
Reads the world-space box an object occupies, so a disabled Box Collider can be used purely to draw and resize a region in the scene view. Feed it to Bounds Center and Bounds Extents to drive anything that needs a centre and a size.
Type: GameObjectWorldBounds
Match¶
By Name¶
Matches by the object's name.
Finds the saved transform with the same name as the object.
Type: NameMatch
By Tag¶
Matches by the object's Jungle tag.
Finds the saved transform carrying the same tag as the object's Tagger, wherever it sits in the tree. Use it between models that are built differently but tag their parts the same way.
Type: KeyMatch
By Tree Position¶
Matches by the object's place in the tree under the root.
Finds the saved transform by where the object sits under the root: which child, of which child, and so on. Works between two models built the same way even when their parts are named differently, such as two hand rigs. Use the same filter you saved with, so the same children count.
Type: TreeCoordinateMatch
Math¶
Add Offset¶
Adds a Vector2 offset to the value.
Adds a constant or dynamic Vector2 offset to the pipeline value.
Type: Vector2AddModifier
Add Offset¶
Adds a Vector3 offset to the value.
Adds a constant or dynamic Vector3 offset to the pipeline value, shifting the position by the specified amount.
Type: Vector3AddModifier
Negate¶
Negates the value (multiplies each component by -1).
Inverts the pipeline value by negating all three components, effectively mirroring the position through the origin.
Type: Vector3NegateModifier
Normalize¶
Scales the vector to length 1, keeping its direction.
Scales the pipeline value down to length 1 while keeping its direction. Returns zero if the input is close to zero.
Type: Vector3NormalizeModifier
Scale¶
Scales the value component-wise by a Vector2 multiplier.
Multiplies each axis of the pipeline value independently by a Vector2 multiplier.
Type: Vector2ScaleModifier
Scale¶
Scales the value component-wise by a Vector3 multiplier.
Multiplies each axis of the pipeline value independently by a Vector3 multiplier, allowing non-uniform scaling of the position.
Type: Vector3ScaleModifier
Uniform Scale¶
Multiplies the vector by a uniform float scalar.
Multiplies both components of the pipeline value by a single number, scaling the vector's length evenly.
Type: Vector2UniformScaleModifier
Uniform Scale¶
Multiplies the vector by a uniform float scalar.
Multiplies all three components of the pipeline value by a single number, scaling the vector's length evenly.
Type: Vector3UniformScaleModifier
Vector2 Over Time¶
Moves a Vector2 between two values over time.
Moves a Vector2 from Start to End over time along a curve. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: Vector2LerpedTarget
Math / Int¶
Index From Rotation Step¶
Which evenly spaced angular step a rotation is closest to.
Reads how far a rotation is turned around an axis and counts it in fixed steps, so a quarter turn reads 1 with 90 degrees a step. Use it to pick up an object's current turn where Rotation Step From Index sets it.
Type: IndexFromRotationStep
Math / Orientation¶
Orientation From Angle¶
The facing reached by turning a number of degrees around an axis.
Turns a number into a rotation: that many degrees around the axis. Give it a number that changes, such as Time Since Start through a curve, to spin something.
Type: RotationFromAngle
Orientation Step From Index¶
Evenly spaced facings by index.
Turns an integer index into a rotation, stepping by a fixed angle around an axis each time.
Type: RotationStepFromIndex
Random Orientation¶
A random facing: any facing, or a random turn around one axis.
Picks a new random facing each time it is read. Any Facing spreads evenly over every possible facing, for tumbling debris or scattered rocks. Around Axis turns a random number of degrees between Min Angle and Max Angle around Axis, for example 0 to 360 around Y to face a random way while staying upright.
Type: RandomQuaternionValue
Math / Vector2¶
Processed Vector2¶
A Vector2 value with modifiers applied.
Provides a Vector2 that passes through a chain of modifiers before returning the final value.
Type: ProcessedVector2Value
Random Vector2¶
Random Vector2 in range; optional probability bias.
Returns a random Vector2 within a configurable range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomVector2Value
Vector2 Axis¶
Reads the X or Y of a 2D value as a number.
Returns one axis of a 2D value as a plain number. Use it to feed a single number from a 2D source, for example the mouse's X into a Point On Shape's U and its Y into V.
Type: Vector2AxisValue
Math / Vector2Int¶
Random Vector2Int¶
Random Vector2Int in range; optional probability bias.
Returns a random Vector2Int within a configurable range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomVector2IntValue
Math / Vector3¶
Angle Between¶
How far apart two directions are turned, in degrees.
Returns how many degrees direction A is turned away from direction B: 0 when they point the same way, 90 at right angles, 180 when they point opposite ways. Point A at a hand's palm and B at the side of an object, then remap the result to close the fingers only when the hand faces it.
Type: Vector3AngleValue
Direction And Length¶
A vector pointing along a direction, with the length you set.
Points along Direction and is exactly Length long, however long Direction is. Use it for a speed in a chosen direction, a push of a set strength, or a random direction with a fixed size.
Type: DirectionAndLengthValue
Direction From To¶
The direction pointing from one point to another.
Points from From toward To. Point From at an attacker and To at the object it hit to get the way to knock it back, or From at a hand and To at a target to aim at it. With Unit Length on the result is one metre long; turn it off to keep the full gap between the points.
Type: DirectionFromToValue
Distance¶
How far apart two points are.
Returns how far point A is from point B, in metres. Point A at an object and B at a center, then remap the result to make things react less, or later, the further away they are: a shockwave, a falloff, a sound that fades with range.
Type: Vector3DistanceValue
Processed Vector3¶
A Vector3 value with modifiers applied.
Provides a Vector3 that passes through a chain of modifiers before returning the final value.
Type: ProcessedVector3Value
Random Vector3¶
Random Vector3 in range; optional probability bias.
Returns a random Vector3 within a configurable range each time it is read. By default one roll picks a point on the straight line from Min to Max, which keeps a random scale uniform. Turn on Roll Each Axis to pick X, Y and Z separately, for random directions or offsets. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomVector3Value
Scale Vector3¶
Multiplies a vector by a number, changing its length.
Returns the vector with every axis multiplied by Scale, so its length changes and its direction stays. Turns a direction into a velocity, or halves an offset, without a Processed Vector3. A negative scale flips the direction.
Type: ScaleVector3Value
Vector3 Math¶
Adds, subtracts, multiplies, divides, or takes the min or max of two vectors, axis by axis, or crosses them.
Returns A combined with B by the chosen operation, one axis at a time: Multiply scales A's X by B's X, and so on. Both sides can be fixed vectors or live values, so it can offset a position or keep the higher of two points. Divide gives 0 on any axis where B is 0. Cross is not axis by axis: it gives the direction at right angles to both A and B, such as the axis to tip something over along a line on the ground (Up crossed with that line).
Type: Vector3MathValue
Math / Vector3Int¶
Random Vector3Int¶
Random Vector3Int in range; optional probability bias.
Returns a random Vector3Int within a configurable range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomVector3IntValue
Math / Vector4¶
Random Vector4¶
Random Vector4 in range; optional probability bias.
Returns a random Vector4 within a configurable range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomVector4Value
Physics¶
Oscillator¶
Applies continuous oscillating rotation with configurable amplitude and period per axis.
Adds continuous per-axis oscillating rotation on top of the target, producing wobble, rocking, or idle-animation effects.
Type: QuaternionOscillatorModifier
Oscillator¶
Makes the value wobble around the target, per axis between a min and max offset.
Adds a continuous per-axis wobble to a position, scale or other Vector3, useful for hovering, breathing or idle-animation effects.
Type: Vector3OscillatorModifier
Perlin Noise¶
Adds smooth per-axis Perlin noise to the value.
Adds smooth random wandering to a position, scale or other Vector3. Use for shakes, idle wobble, or any movement that should feel organic. Set an axis amplitude to 0 to keep that axis still. Noise Settings switches the algorithm (Perlin, Simplex, Cellular) and adds detail layers; Simplex and Cellular swing wider than Perlin at the same amplitude.
Type: Vector3PerlinNoiseModifier
Spring¶
Makes the value move like it's on a spring, bouncy and elastic until it settles.
Makes a position, scale or other Vector3 move like it's on a spring toward the target: it overshoots and wobbles before settling. Stiffness and damping control the bounce.
Type: Vector3SpringModifier
Spring Rotation¶
Makes the rotation move like it's on a spring, bouncy and elastic until it settles.
Moves the rotation like it's on a spring: it overshoots and wobbles before settling on the target rotation.
Type: QuaternionSpringModifier
Scale¶
Transform Local Scale¶
Gets or sets the local scale of a transform.
Gets or sets the local scale of a GameObject's Transform.
Type: GameObjectLocalScaleValue
Shapes¶
Arc Shape¶
Section of a circle between two angles.
Maps a coordinate along a curved arc between a start and end angle. Use for partial dials, swept rails, semi-circular paths.
Type: ArcShape
Circle Shape¶
Closed circle in a plane.
Maps 2D coordinates onto a circle. U wraps around the circle (0 to 1 = full turn). Use for radial menus, dials, orbit rails.
Type: CircleShape
Composite Shape¶
Several shapes joined end to end.
Joins several shapes into one, in order: a line into an arc into another line makes a single rail you can slide or travel along from start to finish. Each piece either snaps onto the end of the piece before it, or stays where you placed it and the path jumps across the gap. Combine rectangles or discs the same way to build an L-shaped or rounded area for masks and drop zones.
Type: CompositeShape
Curve Shape¶
Treats a 3D curve as a rail.
Turns any 3D curve (Checkpoint, Bezier, Catmull-Rom, Unity Spline…) into a Shape. U runs along the curve from start (0) to end (1); V is ignored. Use it anywhere a Shape is expected — projecting a dragged object onto a path, sliding along a rail, or laying objects out along a curve.
Type: CurveShape
Disc Shape¶
Filled circular area in a plane.
Maps 2D coordinates onto a filled circular area. U goes around the disc (0 to 1 = full turn), V goes from the center (0) out to the edge (1). Random points spread evenly over the whole area, so it's a good spawn zone. For points on the outline only, use Circle Shape instead.
Type: DiscShape
Line Shape¶
Straight segment between two points.
Maps a 1D coordinate along a line segment. U slides from the start point (0) to the end point (1). V is ignored. Use for rails, sliders, locked drag axes.
Type: LineShape
Mesh UV Shape¶
Projects through a mesh's texture UVs.
Maps 2D coordinates onto a 3D mesh using its UV map. U/V values from a texture pick out the matching point on the mesh surface. Use for projecting UI gestures onto skinned characters, terrain heightfields, branded surfaces.
Type: MeshUVShape
Plane Shape¶
Flat plane spanned by a right and up axis.
Maps 2D coordinates onto a flat plane. U slides along the right axis, V slides along the up axis. Use this for screen-aligned drag surfaces, table tops, walls.
Type: PlaneShape
Rectangle Shape¶
Bounded rectangle spanned by a right and up axis.
Maps 2D coordinates onto a bounded rectangle. U slides along the right axis, V along the up axis, and both stop at the edges, so the axes' lengths set the rectangle's size. Use this for board surfaces, zones and spawn areas that need real edges; it also works as an area mask. For an infinite surface, use Plane Shape instead.
Type: RectangleShape
Ring Shape¶
Filled ring in a plane, with a hollow centre.
Maps 2D coordinates onto a ring (a disc with its middle cut out). U goes around the ring (0 to 1 = full turn), V goes from the inner edge (0) out to the outer edge (1). Random points spread evenly over the band and never land in the hole, so it is the shape to use for scattering things around something while keeping the middle clear. Set Inner Radius to 0 for a plain filled disc; for the outline only, use Circle Shape.
Type: RingShape
Smoothing¶
Anti-Jitter¶
Ignores small rotation changes below an angular threshold to reduce jitter.
Creates an angular deadzone that suppresses rotation changes smaller than a threshold angle, preventing micro-oscillation from noisy inputs like gyroscopes or imprecise raycasts.
Type: QuaternionAntiJitterModifier
Anti-Jitter¶
Ignores small position changes below a distance threshold to reduce jitter.
Creates a positional deadzone that suppresses movement smaller than a threshold distance, preventing micro-jitter from noisy input sources.
Type: Vector3AntiJitterModifier
Exponential Smooth¶
Smoothly eases the value toward the target; a half-life sets how fast it settles.
Smoothly blends the value toward the target, filtering out sudden jumps. A single half-life value controls how quickly it settles, at any frame rate.
Type: Vector2ExponentialSmoothModifier
Exponential Smooth¶
Smoothly eases position toward the target; a half-life value sets how fast it settles.
Smoothly blends position toward the target, filtering out sudden jumps and jitter. A single half-life value controls how quickly it settles, and the speed stays consistent regardless of frame rate.
Type: Vector3ExponentialSmoothModifier
Slerp Damping¶
Smoothly eases rotation toward the target; a half-life value sets how fast it settles.
Smoothly blends rotation toward the target. A single half-life value controls how quickly the rotation settles, and the speed stays consistent regardless of frame rate.
Type: QuaternionSlerpModifier
Smooth¶
Follows the target at a speed that scales with how far it still has to travel.
Follows the target at a variable speed that scales with distance, using a configurable acceleration curve. Supports a snap threshold to prevent oscillation.
Type: Vector2SmoothModifier
Smooth Position¶
Follows the target position at a speed that scales with how far it still has to travel.
Follows the target position at a variable speed that scales with distance, using a configurable acceleration curve. Supports snap and deadzone thresholds to prevent oscillation.
Type: Vector3SmoothModifier
Smooth Rotation¶
Rotates toward the target at a speed that scales with how far it still has to turn.
Follows the target rotation at a variable speed that scales with how far it still has to turn, shaped by a configurable acceleration curve. Snap and deadzone thresholds prevent jitter near the target.
Type: QuaternionSmoothModifier
Space¶
Shape In Transform Space¶
A shape that moves and turns with a transform.
Lays the shape out relative to a position, rotation and scale instead of the world. Point Frame at a transform and the shape follows it, so a rail or a floor zone stays put on a moving table and survives being prefabbed.
Type: ShapeInTransformSpace
Volume In Transform Space¶
A volume that moves and turns with a transform.
Lays the volume out relative to a position, rotation and scale instead of the world. Point Frame at a transform and the volume follows it, so a tilted box or a leash around a moving anchor stays where it belongs.
Type: VolumeInTransformSpace
Spatial¶
Combined Poses¶
Merges several pose sources into one ordered set.
Gathers several pose sources into a single set, in order. Each entry adds its own pose — or several, if that entry provides many. Mix a fixed list of poses with a search-driven set, for example a few authored points plus 'every object with a tag'.
Type: CombinedTransformData
Draw Shape¶
Makes the line follow a shape.
Lays the line along a shape, so it shows exactly where the shape is. Pick the shape, the route to follow across it, and how many points to use. More points give a smoother line on curves. The line keeps its own world or local space setting.
Type: DrawShapeOperation
Layout Command¶
Arrange or spawn objects onto slots.
Runs the listed layout operations together. Arrange moves objects that already exist onto the slots. Spawn creates one object per slot and, when set to, removes them again when the command stops, so put that one in a Process Component.
Type: LayoutCommand · Full page
Line Renderer Command¶
Draw a shape with a line, and more.
Changes a Line Renderer. Add operations to the list to set what it does, for example drawing a shape so the line always matches it.
Type: LineRendererCommand
Object Axis¶
Gets a transform's local axis as a world direction.
Reads one of a GameObject's local axes as a world-space direction. Use the Axis field to pick Right, Up, Forward or their opposites (Left, Down, Back), or turn on Custom Axis to type in any direction in the object's own space.
Type: GameObjectAxisValue
Object Local Position¶
Gets or sets a transform's position relative to its parent.
Reads or writes the position of a GameObject's transform relative to its parent, as a Vector3.
Type: GameObjectLocalPositionValue
Object World Position¶
Gets or sets a transform's world position.
Reads or writes the world position of a GameObject's transform as a Vector3.
Type: GameObjectPositionValue
Offset Pose¶
Another pose, moved and turned by a set amount.
Takes a pose from another source and moves or turns it. In the pose's own space the offset follows the pose's facing: raise Y and things hover above a slot before they drop in. In world space it moves the same way whatever the facing. The extra rotation works the same way: in the pose's own space it turns around the pose's axes, in world space around the world's axes.
Type: OffsetTransformDataValue
Oriented Position¶
A position and a facing, typed in or read from one source.
Builds a pose from a position and a facing. Type them in, read both from one object, or pick Position And Facing to read each from its own source. Scale stays at 1.
Type: OrientedPositionValue
Random Point In Volumes¶
A random point inside a set of volumes, joined into one area.
Picks a random point inside the volumes you list, as if they were one joined area: a bigger volume is picked more often, so points spread evenly. Cover an awkward space with a few boxes and every wanderer pointed at them shares the same playground. Min Distance re-rolls points too close to Away From, so a mover always heads somewhere new. Set the reading to once per start so a mover keeps its point until it gets there.
Type: RandomPointInVolumes
Shape¶
A shape or curve, hosted as a component.
Holds one shape (Plane, Line, Circle, Arc, MeshUV…) or a 3D curve (via Curve Shape). Put it on a GameObject so other systems can point at this structure and project, constrain, or lay out against it. Select the object to see the shape drawn in the Scene view and drag its points into place instead of typing numbers. The U/V remap pickers let you swap or invert the shape's axes for consumers without re-authoring the shape.
Type: ShapeComponent · Full page
Transform Set From Hierarchy¶
Reads the current pose of everything under a root.
Reads where every part under the root sits right now, relative to its parent, as a Transform Set. Store it in a data storage to save a pose: a hand around an object, a door half open, a robot arm's preset. Each reading is a new copy, so saving it twice keeps two separate poses.
Type: TransformSetFromHierarchy
Volume¶
A box, ball, cylinder or capsule, hosted as a component.
Holds one volume (Box, Sphere, Cylinder or Capsule) so other systems can keep things inside it, push them out of it, or place things in it. Select the object to resize the volume in the Scene view. Turn on Local Space to make it move, turn and scale with this object.
Type: SpatialVolumeComponent · Full page
Spatial / Camera¶
Camera Ray Direction To Position¶
Normalized direction from a camera to a world point.
Computes a normalized direction vector from a Camera's position toward a target world point.
Type: CameraRayDirectionToPositionValue
World To Screen Point¶
Screen coordinates of a world-space position, via a camera.
Converts a world-space position to screen-space coordinates using a Camera.
Type: WorldToScreenPointValue
Spatial / Curves¶
Bezier Curve¶
Cubic Bezier curve defined by four control points.
A single cubic Bezier curve through four control points, useful for smooth motion paths and trajectories. Positions can be sampled by 0-1 progress or by distance traveled along the curve.
Type: BezierCurve3D
Bezier Spline¶
Multi-segment cubic Bezier spline with tangent handles.
A multi-segment cubic Bezier spline with tangent handles at each knot, useful for complex smooth paths like camera rails or road layouts.
Type: BezierSplineCurve3D
Catmull-Rom Curve¶
Smooth spline that passes through all control points.
A smooth Catmull-Rom spline that passes through every control point. Use this when you need a path that hits each waypoint exactly.
Type: CatmullRomCurve3D
Checkpoint Curve¶
Straight-line segments between waypoints.
A path of straight-line segments through ordered waypoints, traversed at constant speed. Useful for patrol routes and simple point-to-point movement.
Type: CheckpointCurve3D
Composite Curve¶
Joins several curves end-to-end.
Chains multiple curves end-to-end into a single continuous path. Longer segments take a proportionally larger share of the 0-1 range.
Type: CompositeCurve3D
Curve 3D Position¶
Samples a point along a 3D curve.
Evaluates a position on a 3D curve at a given parameter, bridging curve evaluation to the Vector3 value system.
Type: Curve3DVector3Value
Curve 3D Tangent¶
Evaluates the tangent direction of a 3D curve.
Evaluates the tangent direction on a 3D curve at a given parameter, bridging curve tangent evaluation to the Vector3 value system.
Type: Curve3DTangentValue
Unity Spline Curve¶
Wraps a Unity SplineContainer as a 3D curve.
Uses a Unity Spline Container as a 3D curve, so you can author the path with the Unity Splines tools and use it inside Jungle.
Type: UnitySplineCurve3D
Spatial / Input¶
Input System Pointer Position¶
Pointer position via Unity's Input System.
Returns the current pointer (mouse or touch) position in screen pixels using the Unity Input System package. On a touch screen this is the first finger. Turn on Off Screen When Released for touch: a lifted finger has no position, so the value moves far off screen instead of staying where the finger left.
Type: InputSystemPointerPositionValue
Mouse Position¶
Cursor position in screen pixels or [0..1] (legacy Input).
Gets the current mouse cursor position. By default this is raw screen pixels (X from 0 to the screen width, Y from 0 to the screen height). Enable Normalized to return X and Y in the 0 to 1 range instead, so it stays resolution-independent. Z is left unchanged.
Type: MousePositionValue
Mouse Screen Position¶
Cursor position in screen pixels or [0..1] (legacy Input).
Gets the current mouse cursor position as a 2D point. By default this is raw screen pixels (X from 0 to the screen width, Y from 0 to the screen height). Enable Normalized to get X and Y in the 0 to 1 range instead. Match the toggle to what reads it: turn it on when the position itself is read as a 0 to 1 coordinate, and leave it off for Slide On Shape targets, which already normalize their own movement.
Type: MouseScreenPositionValue
Pointer Delta¶
How far the cursor moved since last frame, on one axis.
Reports how far the mouse moved since the previous frame along one axis, rather than where it is. Feed it into an accumulating value to turn a drag into rotation or scrolling. Raw pixels by default; enable Normalized to make the amount independent of screen resolution. Scale multiplies the result, as a sensitivity; a negative Scale inverts it.
Type: PointerDeltaValue
Pointer Drag Rect¶
Screen rectangle from the press point to the pointer while a button is held.
Gives the screen rectangle, in pixels, between where the button was pressed and where the pointer is now. It stays live while the button is held and on the frame it is released, and is empty otherwise. Feed it to a Screen Rect detection strategy for marquee selection, and to Fit To Screen Rect to draw the box.
Type: PointerDragRectValue
Rewired Mouse Position¶
Mouse position from a Rewired player controller.
Returns the screen position of the mouse associated with a Rewired player. Requires the Rewired input plugin.
Type: RewiredPointerPositionValue
Spatial / Physics¶
Bounds Center¶
Centre of a Bounds value, scaled by an optional multiplier.
Reads the centre point of a Bounds value, with an optional per-axis multiplier. Plug a Local GameObject Bounds upstream to measure where an object's shape sits relative to its pivot, for example to offset an overlap probe onto the footprint an off-centre object actually covers.
Type: BoundsCenter
Bounds Extents¶
Half-size or full size of a Bounds value, scaled by an optional multiplier.
Reads the half-size (good for box overlap extents) or full size from a Bounds value, with an optional per-axis multiplier. Plug a Local GameObject Bounds upstream to drive a box-shaped overlap from the object's renderers or colliders.
Type: BoundsExtents
Bounds Height¶
Size of a Bounds along a chosen axis, scaled by an optional multiplier.
Reads the size of a Bounds value along the X, Y, or Z axis, with an optional multiplier. Plug a Local GameObject Bounds upstream to drive a capsule height from the object itself.
Type: BoundsHeight
Bounds Sphere Radius¶
Radius of a sphere that fully encloses a Bounds value.
Computes the radius of a bounding sphere from a Bounds value, scaled by an optional multiplier.
Type: BoundsSphereRadius
Ray Direction¶
Direction of a source Ray.
Gets the direction from a source Ray value.
Type: RayDirection
Ray Hit Position¶
Casts a ray; returns hit point or fallback distance along the ray.
Casts a physics ray and returns the hit point, or a fallback position along the ray when nothing is hit.
Type: RayHitPosition
Spatial / Shapes¶
Distance To Shape¶
How far a position is from the closest point of a shape.
Measures how far a position is from a shape (a line, arc, circle, plane, curve, ...), along the shortest way. Remap it to fade something in as the position gets close, for example a magnet that pulls a dragged card onto a hand's arc.
Type: DistanceToShape
Point On Shape¶
The point a shape puts at a chosen coordinate.
Reads the point a shape (a line, arc, circle, plane, curve, ...) places at a coordinate: 0 is the shape's start, 1 its end, 0.5 halfway along. As a pose it also faces along the shape's surface direction. Spread several objects over one shape by giving each its own coordinate, for example 0, 0.25, 0.5, 0.75 and 1 for five cards fanned along an arc.
Type: PointOnShape
Random Point On Shape¶
A random point sampled on a shape.
Picks a random point on a shape (a plane, circle, ring, line, curve, ...). As a position it returns the sampled point; as a pose it also faces the point along the shape's surface direction. Every read gives a new point, so spawning several objects through the same setup scatters them. Feed it to a Ray Hit Position to drop each point onto the ground below it. Turn on Use Seed to get the same scatter every time the scene plays. Give each sampler its own seed, or samplers on the same shape land on the same points.
Type: RandomPointOnShape
Shape Attribute¶
A number stored on a shape's points, read at a position.
Reads a number stored on a shape's points, at the spot on the shape closest to a position. Between two points the number blends from one to the other, so a path can carry a size, a speed or a weight that changes along it.
Type: ShapeAttributeFloat
Shape Attribute¶
A Vector3 stored on a shape's points, read at a position.
Reads a Vector3 stored on a shape's points, at the spot on the shape closest to a position. Between two points it blends from one to the other, so a path can carry a scale or an offset that changes along it.
Type: ShapeAttributeVector3
Spatial / Transform¶
Object Local Orientation¶
Gets or sets the local rotation of a transform.
Reads or writes the local rotation of a GameObject's transform as a Quaternion.
Type: GameObjectLocalRotationValue
Object World Orientation¶
Gets or sets the world rotation of a transform.
Reads or writes the world rotation of a GameObject's transform as a Quaternion.
Type: GameObjectWorldRotationValue
UI¶
Fit To Screen Rect¶
Places and sizes a UI element over a screen rectangle.
Moves and resizes the target UI element so it covers the screen rectangle, and turns it off while the rectangle is empty. Put an Image on its own child of a canvas, target it from a Transform Command, and run that every frame inside a Scheduled process to draw a marquee box. The element's anchors are set to its parent's bottom-left corner.
Type: FitToScreenRect
Volumes¶
Box¶
A box set by its centre and size.
A box. Set its centre and size, or drag its faces in the Scene view.
Type: BoxVolume
Capsule¶
An upright capsule set by its centre, radius and height.
An upright capsule, like a Capsule Collider. Set its centre, radius and height, or drag them in the Scene view.
Type: CapsuleVolume
Cylinder¶
An upright cylinder set by its centre, radius and height.
An upright cylinder. Set its centre, radius and height, or drag them in the Scene view.
Type: CylinderVolume
Sphere¶
A ball set by its centre and radius.
A ball. Set its centre and radius, or drag its edge in the Scene view.
Type: SphereVolume
General¶
Along A Drawn Route¶
Free route over the shape, taken from a curve.
Travels a route you draw yourself instead of a straight run. Pick any curve, then read its X as the shape's U and its Y as its V: a curve from (0,0) to (1,1) crosses a rectangle corner to corner, and a spiral winds from a disc's centre out to its rim. The curve's Z is ignored — it is drawing on the shape's grid, not in the world.
Type: CurveUvPath
Along An Axis¶
Straight run along the shape's U or V axis.
Travels straight along one of the shape's two directions. U is the shape's main direction (around a circle, along a line, across a plane's right axis); V is the one across it (out towards a disc's rim, up a plane). Offset shifts the run sideways: walking U at an offset of 0.5 crosses the middle of a rectangle instead of its bottom edge. On a line or a curve there is nothing across, so offset does nothing there.
Type: AxisUvPath
Around Axis¶
Turns a number of degrees around one axis.
Turns Angle degrees around Axis. Whole turns and direction are kept: 720 is two full turns, -90 turns the other way. The axis can point anywhere, so a tilted axis spins cleanly instead of tumbling.
Type: AroundAxisRotation
Arrange¶
Moves objects onto the slots, one object per slot.
Finds the objects to arrange, asks the slots for one place per object, and moves each object there in the order both come in. Extra objects or extra slots are left alone.
Type: ArrangeOnSlotsOperation
Bounds Value¶
Stores a Bounds value locally on the owner.
Holds a direct Bounds value with center and size.
Type: BoundsValue
Current Orientation¶
Holds the facing the pipeline started at; modifiers move around it.
Keeps the rotation where it was when the pipeline began. On its own it changes nothing; add a punch, noise or spring modifier to wobble around that resting rotation, and set how long it runs below.
Type: QuaternionHoldTarget
Current Value¶
Holds the value the pipeline started at; modifiers move around it.
Keeps the value where it was when the pipeline began. On its own it changes nothing; add a punch, noise or spring modifier to move around that resting value, and set how long it runs below.
Type: Vector3HoldTarget
Current Value¶
Holds the value the pipeline started at; modifiers move around it.
Keeps the value where it was when the pipeline began. On its own it changes nothing; add a punch, noise or spring modifier to move around that resting value, and set how long it runs below.
Type: Vector2HoldTarget
Each Axis¶
Turns by separate X, Y and Z angles.
Turns by an X, a Y and a Z angle in degrees, the way Unity's rotation fields do. With one axis set it is a plain turn. With several, each angle grows on its own, so a spin tumbles instead of turning around one tilted axis; use Around Axis for that.
Type: EachAxisRotation
Layer Mask Value¶
Stores a LayerMask value directly on the owner.
Holds a direct LayerMask value, defaulting to the physics default raycast layers.
Type: LayerMaskValue
Nested¶
Turns inside turns, like a spinning top whose axis circles.
Applies each rotation inside the one above it: the first is the outermost and moves everything below it. A slow turn around Y above a fast spin around a tilted axis gives a wobbling top.
Type: NestedRotation
Orientation Over Time¶
Turns from one facing to another over time.
Turns from a start rotation to an end rotation over time along a curve. Shortest-path or angle-based blending, so multi-turn rotations are kept. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: QuaternionLerpedTarget
Orientation Value¶
Turns toward a set facing.
Drives the rotation pipeline toward a Quaternion value source. The target has no finite endpoint and is never considered reached.
Type: QuaternionValueTarget
Orientation Value¶
Stores a facing locally on the owner.
Provides a Quaternion from a direct inline value, stored as euler angles to preserve authored rotations.
Type: QuaternionValue
Ray Value¶
Stores a ray locally on the owner.
Provides a Ray from a direct inline value.
Type: RayValue
Rect Value¶
Stores a Rect area locally on the owner.
Provides a Rect from a direct inline value.
Type: RectValue
Rotate Over Time¶
Turns from a start orientation by a rotation: either the whole turn over a duration, or that turn every second.
Turns from where it starts by the chosen rotation. With a Duration, the whole rotation is spread over that time. With no Duration (≤ 0), the rotation is made every second, forever. Around Axis spins cleanly around any axis, Each Axis grows X, Y and Z separately, and Nested puts turns inside turns. Whole turns are kept, so 720 is two full turns. Max Angle optionally limits how far it gets from the start.
Type: RotateOverTimeTarget
Transform Value¶
Stores a transform component directly on the owner.
Holds a direct reference to a Transform component.
Type: TransformValue
Vector2 Value¶
Provides a Vector2 value as a pipeline destination.
Drives the pipeline toward a Vector2 value source. The target has no finite endpoint and is never considered reached.
Type: Vector2ValueTarget
Vector2 Value¶
Stores a 2D vector locally on the owner.
Provides a Vector2 from a direct inline value.
Type: Vector2Value
Vector2Int Value¶
Stores a 2D integer vector locally on the owner.
Provides a Vector2Int from a direct inline value.
Type: Vector2IntValue
Vector3 Over Time¶
Moves a Vector3 between two values over time.
Moves a Vector3 from Start to End over time along a curve. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: Vector3LerpedTarget
Vector3 Value¶
Provides a Vector3 value as a pipeline destination.
Drives the position pipeline toward a Vector3 value source. The target has no finite endpoint and is never considered reached.
Type: Vector3ValueTarget
Vector3 Value¶
Stores a 3D vector locally on the owner.
Provides a Vector3 from a direct inline value.
Type: Vector3Value
Vector3Int Value¶
Stores a 3D integer vector locally on the owner.
Provides a Vector3Int from a direct inline value.
Type: Vector3IntValue
Vector4 Value¶
Stores a 4D vector locally on the owner.
Provides a Vector4 from a direct inline value.
Type: Vector4Value