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* CTRL+R * Removed PhysX * surface update * Rope update * console * old visual script * follow path component * skeleton asset * details * ResetTransform and MoveTo component * sensors * menu changes * c++ workflow
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pages/docs/animation/property-animation/move-to-component.md
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# MoveTo Component | ||
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<!-- PAGE IS TODO --> | ||
A light-weight component that moves the owner object towards a single position. | ||
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The state of this component is currently unclear and it needs to be revisited. | ||
The functionality of this component can only be controlled through (script) code. | ||
The component is given a single point in global space. When it is set to *running* it will move | ||
the owning object towards this point. Optionally it may use acceleration or deceleration and a maximum speed | ||
to reach that point. | ||
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## See Also | ||
Since the target position is given through code and can be modified at any time, this component can be used | ||
for moving objects to a point that is decided dynamically. For example an elevator can be moved to a | ||
specific height, depending on which floor was selected. Or an object could follow a character, | ||
by updating the target position regularly. | ||
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The component sends the event `ezMsgAnimationReachedEnd` and resets its running state when it reaches the target position. | ||
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## Component Properties | ||
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* `Running`: Whether the component is currently moving the owner. Has to be set to `true` to start moving towards the target position. Setting this to `false` before the target was reached will interrupt the movement immediately. | ||
* `TranslationSpeed`: The maximum speed at which to move towards the target. | ||
* `TranslationAcceleration`: The acceleration to use to reach the translation speed. | ||
* `TranslationDeceleration`: The deceleration to use to slow down when the target destination is being reached. | ||
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## Component Script Functions | ||
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* `SetTargetPosition(pos)`: Call this to change the target position. Nothing will happen, though, unless `Running` is also set to `true`. | ||
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## See Also | ||
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* [Follow Path Component](../paths/follow-path-component.md) | ||
* [Slider Component](slider-component.md) |
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pages/docs/animation/property-animation/reset-transform-component.md
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# Reset Transform Component | ||
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This component sets the local transform of its owner to known values when the simulation starts. | ||
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It is meant for use cases where an object may be activated and deactivated over and over. | ||
For example due to a state machine switching between different object states by (de-)activating a sub-tree of objects. | ||
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Every time an object becomes active, it may want to start moving again from a fixed location. | ||
This component helps with that, by reseting the local transform of its owner to such a fixed location once. | ||
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After that, it does nothing else, until it gets deactivated and reactivated again. | ||
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## Component Properties | ||
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* `ResetPositionX`, `ResetPositionY`, `ResetPositionZ`: Whether to reset the x, y and z component of the local position. | ||
* `LocalPosition`: The local position value to reset the owner's transform to. | ||
* `ResetRotation`: Whether to reset the local rotation. | ||
* `LocalRotation`: The local rotation value to reset the owner's transform to. | ||
* `ResetScaling`: Whether to reset the local scaling. | ||
* `LocalScaling`, `LocalUniformScaling`: The uniform and non-uniform local scaling value to reset the owner's transform to. | ||
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## See Also | ||
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* [Property Animations](property-animation-overview.md) | ||
* [Follow Path Component](../paths/follow-path-component.md) | ||
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pages/docs/custom-code/visual-script/visual-script-overview.md
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