Property Sensor: Interval

Property Sensor: Interval
  • Sensor is triggered when the game object property becomes equal to or falls between the Minimum and Maximum values
     
  • Sensor is reset when the game object property becomes not equal to and doesn't fall between Minimum and Maximum values
Evaluation Type: Interval
  • When the game object property becomes equal to or falls between the Minimum and Maximum values:
    • One positive pulse is sent to the connected controller(s)
  • When the game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
    • One negative pulse is sent to the connected controller(s)
Property:
  • Property being monitored
Minimum:
  • Minimum value of the property
Maximum:
  • Maximum value of the property
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
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:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • Sends a positive pulse to the connected controller(s) with each logic tic
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • Sends one negative pulse to the connected controller(s)
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
  • Disabled:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • Sends one positive pulse to the connected controller(s)
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • Sends one negative pulse to the connected controller(s)
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
  • The default logic tic rate is 60 per second
False Level Trigger:
  • Enabled:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • Sends one positive pulse to the connected controller(s)
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • Sends a negative pulse to the connected controller(s) with each logic tic
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • Sends a negative pulse to the connected controller(s) with each logic tic
  • Disabled:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • Sends one positive pulse to the connected controller(s)
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • Sends one negative pulse to the connected controller(s)
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
  • 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
  • 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
Tap:
  • Enabled:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • A positive pulse is immediately followed by a negative pulse (next frame)
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
  • Disabled:
    • Game object property becomes equal to or falls between the Minimum and Maximum values:
      • A positive pulse is sent to the connected controller(s)
    • Game object property becomes not equal to and doesn't fall between Minimum and Maximum values:
      • A negative pulse is sent to the connected controller(s)
    • Game object property is not equal to and doesn't fall between Minimum and Maximum values:
      • No pulse sent
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)