Class CinemachineImpulseDefinition
Definition of an impulse signal that gets propagated to listeners.
Here you provide a Raw Signal source, and define an envelope for time-scaling it to craft the complete Impulse signal shape. Also, you provide here parameters that define how the signal dissipates with spatial distance from the source location. Finally, you specify the Impulse Channel on which the signal will be sent.
An API method is provided here to take these parameters, create an Impulse Event, and broadcast it on the channel.
When creating a custom Impulse Source class, you will have an instance of this class as a field in your custom class. Be sure also to include the [CinemachineImpulseDefinition] attribute on the field, to get the right property drawer for it.
Inherited Members
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[Serializable]
public class CinemachineImpulseDefinition
Fields
AmplitudeGain
Legacy mode only: Gain to apply to the amplitudes defined in the signal source asset.
Declaration
[Tooltip("Legacy mode only: Gain to apply to the amplitudes defined in the signal source. 1 is normal. Setting this to 0 completely mutes the signal.")]
[FormerlySerializedAs("m_AmplitudeGain")]
public float AmplitudeGain
Field Value
Type | Description |
---|---|
float |
CustomImpulseShape
A user-defined impulse shape, used only if m_ImpulseShape is Custom. Defines the signal that will be generated. X axis must go from 0...1, and Y axis is the scale that will be applied to the impact velocity.
Declaration
[Tooltip("Defines the custom shape of the impact signal that will be generated.")]
[FormerlySerializedAs("m_CustomImpulseShape")]
public AnimationCurve CustomImpulseShape
Field Value
Type | Description |
---|---|
AnimationCurve |
DirectionMode
Legacy mode only: How the signal direction behaves as the listener moves away from the origin.
Declaration
[Tooltip("Legacy mode only: How the signal direction behaves as the listener moves away from the origin.")]
[FormerlySerializedAs("m_DirectionMode")]
public CinemachineImpulseManager.ImpulseEvent.DirectionModes DirectionMode
Field Value
Type | Description |
---|---|
CinemachineImpulseManager.ImpulseEvent.DirectionModes |
DissipationDistance
The signal will have no effect outside this radius surrounding the impact point.
Declaration
[Tooltip("The signal will have no effect outside this radius surrounding the impact point.")]
[FormerlySerializedAs("m_DissipationDistance")]
public float DissipationDistance
Field Value
Type | Description |
---|---|
float |
DissipationMode
Legacy mode only: This defines how the signal will dissipate with distance beyond the impact radius.
Declaration
[Tooltip("Legacy mode only: This defines how the signal will dissipate with distance beyond the impact radius.")]
[FormerlySerializedAs("m_DissipationMode")]
public CinemachineImpulseManager.ImpulseEvent.DissipationModes DissipationMode
Field Value
Type | Description |
---|---|
CinemachineImpulseManager.ImpulseEvent.DissipationModes |
DissipationRate
This defines how the widely signal will spread within the effect radius before dissipating with distance from the impact point
Declaration
[Tooltip("This defines how the widely signal will spread within the effect radius before dissipating with distance from the impact point")]
[Range(0, 1)]
[FormerlySerializedAs("m_DissipationRate")]
public float DissipationRate
Field Value
Type | Description |
---|---|
float |
FrequencyGain
Legacy mode only: Scale factor to apply to the time axis.
Declaration
[Tooltip("Legacy mode only: Scale factor to apply to the time axis. 1 is normal. Larger magnitudes will make the signal progress more rapidly.")]
[FormerlySerializedAs("m_FrequencyGain")]
public float FrequencyGain
Field Value
Type | Description |
---|---|
float |
ImpactRadius
Legacy mode only: The signal will have full amplitude in this radius surrounding the impact point.
Beyond that it will dissipate with distance.
Declaration
[Header("Spatial Range")]
[Tooltip("Legacy mode only: The signal will have full amplitude in this radius surrounding the impact point. Beyond that it will dissipate with distance.")]
[FormerlySerializedAs("m_ImpactRadius")]
public float ImpactRadius
Field Value
Type | Description |
---|---|
float |
ImpulseChannel
Impulse events generated here will appear on the channels included in the mask.
Declaration
[Tooltip("Impulse events generated here will appear on the channels included in the mask.")]
[FormerlySerializedAs("m_ImpulseChannel")]
public int ImpulseChannel
Field Value
Type | Description |
---|---|
int |
ImpulseDuration
The time during which the impact signal will occur.
The signal shape will be stretched to fill that time.
Declaration
[Tooltip("The time during which the impact signal will occur. The signal shape will be stretched to fill that time.")]
[FormerlySerializedAs("m_ImpulseDuration")]
public float ImpulseDuration
Field Value
Type | Description |
---|---|
float |
ImpulseShape
The shape of the impact signal.
Declaration
[Tooltip("Shape of the impact signal")]
[FormerlySerializedAs("m_ImpulseShape")]
public CinemachineImpulseDefinition.ImpulseShapes ImpulseShape
Field Value
Type | Description |
---|---|
CinemachineImpulseDefinition.ImpulseShapes |
ImpulseType
How the impulse travels through space and time.
Declaration
[Tooltip("How the impulse travels through space and time.")]
[FormerlySerializedAs("m_ImpulseType")]
public CinemachineImpulseDefinition.ImpulseTypes ImpulseType
Field Value
Type | Description |
---|---|
CinemachineImpulseDefinition.ImpulseTypes |
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.
Declaration
[Tooltip("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.")]
[FormerlySerializedAs("m_PropagationSpeed")]
public float PropagationSpeed
Field Value
Type | Description |
---|---|
float |
Randomize
Legacy mode only: Randomize the signal start time
Declaration
[Tooltip("Legacy mode only: Randomize the signal start time")]
[FormerlySerializedAs("m_Randomize")]
public bool Randomize
Field Value
Type | Description |
---|---|
bool |
RawSignal
Legacy mode only: Defines the signal that will be generated.
Declaration
[Header("Signal Shape")]
[Tooltip("Legacy mode only: Defines the signal that will be generated.")]
[CinemachineEmbeddedAssetProperty(true)]
[FormerlySerializedAs("m_RawSignal")]
public SignalSourceAsset RawSignal
Field Value
Type | Description |
---|---|
SignalSourceAsset |
RepeatMode
Legacy mode only: How to fit the signal into the envelope time
Declaration
[Tooltip("Legacy mode only: How to fit the signal into the envelope time")]
[FormerlySerializedAs("m_RepeatMode")]
public CinemachineImpulseDefinition.RepeatModes RepeatMode
Field Value
Type | Description |
---|---|
CinemachineImpulseDefinition.RepeatModes |
TimeEnvelope
Legacy mode only: This defines the time-envelope of the signal.
The raw signal will be time-scaled to fit in the envelope.
Declaration
[Tooltip("Legacy mode only: This defines the time-envelope of the signal. The raw signal will be time-scaled to fit in the envelope.")]
[FormerlySerializedAs("m_TimeEnvelope")]
public CinemachineImpulseManager.EnvelopeDefinition TimeEnvelope
Field Value
Type | Description |
---|---|
CinemachineImpulseManager.EnvelopeDefinition |
Methods
CreateAndReturnEvent(Vector3, Vector3)
Generate an impulse event at a location in space, and broadcast it on the appropriate impulse channel
Declaration
public CinemachineImpulseManager.ImpulseEvent CreateAndReturnEvent(Vector3 position, Vector3 velocity)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | position | Event originates at this position in world space |
Vector3 | velocity | This direction is considered to be "down" for the purposes of the event signal, and the magnitude of the signal will be scaled according to the length of this vector |
Returns
Type | Description |
---|---|
CinemachineImpulseManager.ImpulseEvent | The newly-created impulse event. This can be used to dynamically adjust the event settings while the event is active. Note that this event object may be recycled for future events, so the pointer should not be retained for too long. |
CreateEvent(Vector3, Vector3)
Generate an impulse event at a location in space, and broadcast it on the appropriate impulse channel
Declaration
public void CreateEvent(Vector3 position, Vector3 velocity)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | position | Event originates at this position in world space |
Vector3 | velocity | This direction is considered to be "down" for the purposes of the event signal, and the magnitude of the signal will be scaled according to the length of this vector |
OnValidate()
Call this from your behaviour's OnValidate to validate the fields here
Declaration
public void OnValidate()