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    Class CinemachineImpulseManager.ImpulseEvent

    Describes an event that generates an impulse signal on one or more channels. The event has a location in space, a start time, a duration, and a signal. The signal will dissipate as the distance from the event location increases.

    Inheritance
    object
    CinemachineImpulseManager.ImpulseEvent
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Cinemachine
    Assembly: solution.dll
    Syntax
    public class CinemachineImpulseManager.ImpulseEvent

    Fields

    Name Description
    Channel

    Channels on which this event will broadcast its signal.

    CustomDissipation

    How the effect fades with distance. 0 = no dissipation, 1 = rapid dissipation, -1 = off (legacy mode)

    DirectionMode

    How the signal direction behaves as the listener moves away from the source.

    DissipationDistance

    Distance over which the dissipation occurs. Must be >= 0.

    DissipationMode

    How the signal dissipates with distance.

    Envelope

    Time-envelope of the signal.

    Position

    World-space origin of the signal.

    PropagationSpeed

    The speed (m/s) at which the impulse propagates through space. High speeds allow listeners to react instantaneously, while slower speeds allow listeners in the scene to react as if to a wave spreading from the source.

    Radius

    Radius around the signal origin that has full signal value. Distance dissipation begins after this distance.

    SignalSource

    Raw signal source. The output of this will be scaled to fit in the envelope.

    StartTime

    Start time of the event.

    Properties

    Name Description
    Expired

    Returns true if the event is no longer generating a signal because its time has expired

    Methods

    Name Description
    Cancel(float, bool)

    Cancel the event at the supplied time

    Clear()

    Reset the event to a default state

    DistanceDecay(float)

    Calculate the the decay applicable at a given distance from the impact point

    GetDecayedSignal(Vector3, bool, out Vector3, out Quaternion)

    Get the signal that a listener at a given position would perceive

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