add_default_player {unifir} | R Documentation |
Add assets to a Unity scene
Description
These functions add assets available at https://github.com/mikemahoney218/unity_assets/ to a Unity scene.
Usage
add_default_player(
script,
controller = c("Player", "FootstepsPlayer", "JetpackPlayer", "Third Person"),
asset_directory = NULL,
lazy = TRUE,
method_name = NULL,
destination_scene = NULL,
x_position = 0,
y_position = 0,
z_position = 0,
x_scale = 1,
y_scale = 1,
z_scale = 1,
x_rotation = 0,
y_rotation = 0,
z_rotation = 0,
exec = TRUE
)
add_default_tree(
script,
tree,
asset_directory = NULL,
lazy = TRUE,
method_name = NULL,
destination_scene = NULL,
x_position = 0,
y_position = 0,
z_position = 0,
x_scale = 1,
y_scale = 1,
z_scale = 1,
x_rotation = 0,
y_rotation = 0,
z_rotation = 0,
exec = TRUE
)
Arguments
script |
A |
controller |
Which controller to use. "Player", the default, is a simple first-person controller. "FootstepsPlayer" adds footsteps to this controller, while "JetpackPlayer" adds a "jetpack" with limited fuel. ""Third Person" lets you control a small cylinder in third person. |
asset_directory |
A file path to the directory containing the asset,
or alternatively, to which the default assets should be saved.
Defaults to |
lazy |
Boolean: if TRUE, unifir will attempt to only copy the files once per run of a script; if FALSE, unifir will copy the files as many times as requested, overwriting pre-existing files each time. |
method_name |
The internal name to use for the C# method created. Will be randomly generated if not set. |
destination_scene |
Optionally, the scene to instantiate the prefabs in. Ignored if NULL, the default. |
x_position , y_position , z_position |
The position of the GameObject in world space. |
x_scale , y_scale , z_scale |
The scale of the GameObject (relative to its parent object). |
x_rotation , y_rotation , z_rotation |
The rotation of the GameObject to create, as Euler angles. |
exec |
Logical: Should the C# method be included in the set executed by MainFunc? |
tree |
Which tree to use. There are currently 12 generic tree objects available, named "tree_1" through "tree_12". The number of a tree (1-12) can be specified instead of the full name. |
Details
In effect, these functions provide a thin wrapper across instantiate_prefab and import_asset. By providing the directory an asset is stored in, and the path to the prefab file once that directory has been copied into Unity, these files will add prefabs to specified locations throughout the scene. This function will also download the necessary assets and handles specifying file paths.
add_default_player adds "player" controllers to a Unity scene. add_default_tree adds tree GameObjects.
Value
The unifir_script
object passed to script
, with props for adding
assets appended.
See Also
Other props:
add_light()
,
add_prop()
,
add_texture()
,
create_terrain()
,
import_asset()
,
instantiate_prefab()
,
load_png()
,
load_scene()
,
new_scene()
,
read_raw()
,
save_scene()
,
set_active_scene()
,
validate_path()
Other utilities:
add_prop()
,
create_unity_project()
,
find_unity()
,
get_asset()
,
load_png()
,
load_scene()
,
new_scene()
,
read_raw()
,
save_scene()
,
set_active_scene()
,
validate_path()
,
waiver()
Examples
if (interactive()) {
# First, create a script object.
# CRAN doesn't have Unity installed, so pass
# a waiver object to skip the Unity-lookup stage:
script <- make_script("example_script", unity = waiver())
# Now add props:
script <- add_default_player(script)
script <- add_default_tree(script, 1)
script <- save_scene(script)
}
# Lastly, execute the script via the `action` function