- Property Sensor Menu


Property Sensor: Equal
- Property Sensor is triggered when the game object property becomes equal to the Value
- One positive pulse is sent to the connected controller(s)
- Property Sensor is reset when the Property becomes not equal to the Value
- One negative pulse is sent to the connected controller(s)
Evaluation Type: Equal
- Sensor is triggered when the game object property becomes equal to the Value
- Sensor is reset when the game object property becomes not equal to the Value
Property:
- Property being monitored
Value:
- Value that the Property being monitored has to be equal to
Note:
- Property being monitored must be on the same game object as the Property Sensor
- Logic Editor menu >> View >> Properties >> Add Game Property
- Property Types:
- Boolean
- Integer
- Float
- String
- Timer
- Boolean


Property:
- The type of Sensor
Name:
- Sensor name
Pin:
- Enabled:
- Always display the Sensor
- Disabled:
- Only display when the State Mask group the Sensor is linked to is being displayed
Checkbox:
- Enabled:
- Sensor is turned on
- Disabled:
- Sensor is turned off
True Level Trigger:
- Enabled:
- When the game object property becomes equal to the Value:
- Sends a positive pulse to the connected controller(s) with each logic tic
- When the game object property becomes not equal to the Value:
- Sends one negative pulse to the connected controller(s)
- When the game object property is not equal to the Value:
- No pulse sent
- When the game object property becomes equal to the Value:
- Disabled:
- When the game object property becomes equal to the Value:
- Sends one positive pulse to the connected controller(s)
- When the game object property becomes not equal to the Value:
- Sends one negative pulse to the connected controller(s)
- When the game object property is not equal to the Value:
- No pulse sent
- When the game object property becomes equal to the Value:
- The default logic tic rate is 60 per second
False Level Trigger:
- Enabled:
- When the game object property becomes equal to the Value:
- Sends one positive pulse to the connected controller(s)
- When the game object property becomes not equal to the Value:
- Sends a negative pulse to the connected controller(s) with each logic tic
- When the game object property is not equal to the Value:
- Sends a negative pulse to the connected controller(s) with each logic tic
- When the game object property becomes equal to the Value:
- Disabled:
- When the game object property becomes equal to the Value:
- Sends one positive pulse to the connected controller(s)
- When the game object property becomes not equal to the Value:
- Sends one negative pulse to the connected controller(s)
- When the game object property is not equal to the Value:
- No pulse sent
- When the game object property becomes equal to the Value:
- The default logic tic rate is 60 per second
Skip:
- Used with True Level Trigger and False Level Trigger
- Skips the number of logic tics entered before sending the next pulse.
Level:
- Enabled:
- Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
- Sensor is deactivated
- Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
- Sensor is activated
- Uses last input received before being deactivated
- Sensor is activated
- Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
- Disabled:
- Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
- Sensor is deactivated
- Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
- Sensor is activated
- Waiting for input
- Sensor is activated
- Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
Tap:
- Enabled:
- When the game object property becomes equal to the Value:
- Sends one positive pulse immediately followed by a negative pulse (next frame)
- When the game object property becomes not equal to the Value:
- No pulse sent
- When the game object property is not equal to the Value:
- No pulse sent
- When the game object property becomes equal to the Value:
- Disabled:
- When the game object property becomes equal to the Value:
- Sends one positive pulse to the connected controller(s)
- When the game object property becomes not equal to the Value:
- Sends a negative pulse to the connected controller(s)
- When the game object property is not equal to the Value:
- No pulse sent
- When the game object property becomes equal to the Value:
Invert:
- Inverts the output of the triggers.
- A positive trigger event sends a negative pulse.
- A negative trigger event sends a positive pulse.
Note:
- Sensors can be connected to more than one controller
- Sensors connected to a controller(s) belong to the same State Mask group(s) as the controller(s)