Hi there!
I checked the manual, and about the whole Moveable subject it says:
In order to manipulate a GameObject's Transform component with the Object: Transform Action, the Moveable component must be attached. Simply attach it to the GameObject, and its Transform can be manipulated.
and that's all about the subject.
I also checked the description of the class in the class reference docs, but found nothing.
Also, downloading the Physics sample scene, AC itself complains about the lack of disabled sphere colliders. (?)
I only wanted to create a rotating mirror stand.
Where should I place it? on the pivot? And why?
Which layer should this invisible, disabled sphere collider be in, and which collisions should be enabled in the Physics collision grid in the Project settings?
Has anyone got any clue?
From the tutorial videos, it looks like it may even get in the way when building up a track, which confuses me even more.
Is it a dummy object with a radius, only used to check the bounds when using a track?
Which radius should I set? is 0f ok?
I'm not even using a track, and I'm getting a "Cannot calculate collider radius for Draggable object 'specchio_cornice' - it should have either a SphereCollider attached, even if it's disabled."
-> AC debug logger
UnityEngine.Debug:LogWarning(Object, Object)
AC.ACDebug:LogWarning(Object, Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:25)
AC.Moveable_Drag:Awake() (at Assets/AdventureCreator/Scripts/Moveable/Moveable_Drag.cs:102)
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Comments
What else are you looking for, exactly? The Moveable and Moveable_Drag classes are separate - the former only being used for the Object: Transform Action. To move draggable object along a track using Actions, use the Moveable: Set track position Action.
I get no such behaviour. Please elaborate.
The radius is accounted for in draggables that don't use tracks, but not all. I will prevent the message from displaying if it is not necessary. If you use a Hinge track (which I suspect a rotating mirror stand would require), then the message should be removed for this instance as well since the radius is not used here.
The radius is mainly used to set end-point colliders. It should be set to match the distance that the object can move along the direction of the track, if along one. If you're disabling it, it's layer/collision settings etc don't matter.