The source can also manually create (MUs) when you press “C”. The source will deletw all generated (MUs) when you press “D” on the keyboard.
This is the property window of the source:
Defines which part should be generated. Should normally point on the same Gameobject where the source component itself is attached to. This is also the standard setting.
When the source is generating a new MU it can be placed as a sub Gameobject under the defined Destination Gameobject.
Must be set to true for the source to work.
Should be usually set to true - the source will not change its position.
Hides the source so that only the created MUs are visible.
Sets the Mass of the created MUs.
Sets the Center of Mass of the created MUs.
The Center of Mass.
Unity Layer where the MU should be placed to after creation.
Maybe some scripts on the MU, which is a copy of the source, should be destroyed when the MU is created. You can define here the components to be destroyed.
Creates MUs in a constant interval in seconds. If the value is 0 this option is not used.
Automatically creates new MUs when the distance of the last created MU is greater than the defined value. Optionally the distance can be also randomly (equally distributed) between the defined Distance (“Generate if Distance”) plus / minus the “Range Distance”.
Limits the number of generated MUs.
Gernarate MU - should be turned on for making the source work.
PLCOutputBool Signal (e.g. from a PLC) for generating MUs.
Unity Event which can be used for custom scripts which are called when an MU is created.
If script is attached to the Gameobject of the MU, which implements the Interface “ISourceCreated” a Method “OnSourceCreated” is called on the MU when it has been created by the MU.