Wired Parameters
The Wired Parameters Custom Component enables users to establish connections between different object properties within their projects. By linking these properties, any adjustment made to one property will automatically trigger a corresponding change in the other linked property. This component supports connections between various types of properties, including Transform, Components, and Assets.
Usage
To add the Wired Parameters to your project, go to the Asset Library and find the Wired Parameters in the Custom Components section.
Once you click the Install button, you can add it to an object as a component.
When you attach the component to an object, a warning appears indicating that the input is empty.
Design
Wired Parameters links object properties using Input
and Output
modes in the Inspector panel.
In Input mode, a value is clamped between an Input Start Value
and an Input End Value
. This value is then processed
using selected Interpolation
, and if linear interpolation (lerp
) is enabled, it is further smoothed.
The interpolated value is then remapped from the defined From
and To
range values in Output mode before being applied
to the output property.
If you’d like to have multiple outputs for a single input, simply duplicate the component and configure different output settings while keeping the input settings the same.
Inputs
- Input Mode
- Transform
- Transform (input SceneObject whose Transform you’d like to get)
- Property (World/Local Position/Scale/Rotation)
- Axis (X/Y/X)
- Asset
- Asset (any Asset, such as Material, VFX Asset, Texture etc.)
- Property Name (if you’d like to change material’s color, you need to write a color property name + color’s channel. E.g. baseColor.r)
- Component
- Component (you can also input a ScriptComponent and enter its API property)
- Property Name (e.g., input a Light Source Component and add
intensity
property name or input a Text Component and entertextFill.color.a
property)
- Body Tracking Landmark
- Landmark (Body Landmarks map can be found here)
- Property
- Axis
- Head Tracking Landmark
- Face Index
- Landmark Index (Face Landmarks map can be found here)
- Axis
- Distance Between Scene Objects
- Object
- Object
- Absolute Rotation (how much the object is rotated in absolute terms, given a weighted influence of the coefficients.)
- Object
- Coefficients
- Blendshape (make sure the Render Mesh you input has Blend Shapes.)
- Mesh
- Blendshape Name
- Face Expression
- Face Mesh - input a Render Mesh Visual with a Face Mesh. You can add it to the scene using “+” in the scene hierarchy panel and find “Face Mesh”. If you’d like to change face index, you can do so in Face Mesh Asset’s Inspector panel
- Expression
- Distance Body Mesh (distance between 2 body’s landmarks. Body Landmarks map can be found here)
- Landmark From
- Landmark To
- Transform
- Input Start Value - the beginning of the range in which the input value should change
- Input End Value - the end of the range in which the input value should change
- Interpolation - interpolation from input value to output value.
- Lerp - additional linearly interpolation from actual output value to new calculated value
- Lerp Coefficient - lerp interpolation fraction (where Lerp Coefficient = 0.0 returns an output value, and Lerp Coefficient = 1.0 returns a new calculated value)
- Output Mode
- Transform
- Transform (input SceneObject whose Transform you’d like to modify)
- Property
- Transform Value
- Axis (select if you’d like to change only one axis of the selected transform property. If you’d like to change all three axes, select Vec3)
- Axis
- From
- To
- Vec3
- From
- To
- Asset
- Asset
- Property Name (if you’d like to change material’s color, you need to write color property name + color’s channel. E.g. baseColor.r)
- Type
- From
- To
- Component
- Component
- Property Name (e.g., input a Light Source Component and add
intensity
property name or input a Text Component and typetextFill.color.a
property) - Type
- From
- To
- Blendshape
- Mesh
- Blendshape Name
- From
- To
- Atlas
- Texture (input only animated texture)
- Yoyo (turn on if you want the animation to alternate between playing forward and backward)
- Start Frame
- End Frame
- Animation Weight
- Animation Mixer
- Layer Name
- Weight From
- Weight Tog
- Transform