- Ray Sensor Menu
- Material
- Property


Ray Sensor: Material
- Detects a game object with the selected Material:
- Not already detecting a game object with the selected Material:
- One positive pulse is sent to the connected controller(s)
- Already detecting a game object with the selected Material:
- No pulse sent
- Not already detecting a game object with the selected Material:
- Sensor is reset when all game objects with the selected Material are no longer detected:
- One negative pulse is sent to the connected controller(s)
Material:
- Toggle between Material or Property
Material Name:
- Only objects with the selected Material will trigger/reset the sensor
- Leave blank to react to all game objects
Axis:
- Direction the ray points
- + X axis:
- Radar points in the + X direction of the game object axis
- + Y axis:
- Radar points in the + Y direction of the game object axis
- + Z axis:
- Radar points in the + Z direction of the game object axis
- - X axis:
- Radar points in the - X direction of the game object axis
- - Y axis:
- Radar points in the - Y direction of the game object axis
- - Z axis:
- Radar points in the - Z direction of the game object axis
- + X axis:
Range:
- Distance from the game object center that will trigger a deactivated Ray sensor
- Range:
- 0.01 - 10,000.00
X-Ray Mode:
- Enabled:
- Allows the Ray to see through game objects that don't have the selected Material
- Disabled:
- Ray can't see through game objects
Note:
- Ray Sensor can be blocked (doesn't see through walls etc.)


Ray:
- 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:
- Detects a game object with the selected Material:
- Sends a positive pulse to the connected controller(s) with each logic tic
- Last game object with the selected Material moves out of range:
- Sends one negative pulse to connected controller(s)
- Detects a game object with the selected Material:
- Disabled:
- Detects a game object with the selected Material:
- Not already detecting a game object with actor enabled:
- Sends one positive pulse to the connected controller(s)
- Already detecting a game object with the selected Material:
- No pulse sent
- Not already detecting a game object with actor enabled:
- Last game object with the selected Material moves out of range:
- Sends one negative pulse to the connected controller(s)
- Detects a game object with the selected Material:
- The default logic tic rate is 60 per second
False Level Trigger:
- Enabled:
- Detects a game object with the selected Material:
- Not already detecting a game object with the selected Material:
- Sends a positive pulse to the connected controller(s)
- Already detecting a game object with the selected Material:
- No pulse sent
- Not already detecting a game object with the selected Material:
- Last game object with the selected Material moves out of range:
- Sends one negative pulse to the connected controller(s) with each logic tic
- No game objects with the selected Material are detected:
- Sends one negative pulse to the connected controller(s) with each logic tic
- Detects a game object with the selected Material:
- Disabled:
- Detects a game object with the selected Material:
- Not already detecting a game object with the selected Material:
- Sends a positive pulse to the connected controller(s)
- Already detecting a game object with the Selected Material:
- No pulse sent
- Not already detecting a game object with the selected Material:
- Last game object with the selected Material moves out of range:
- Sends one negative pulse to connected controller(s)
- No game objects with the selected Material are detected:
- No pulse sent to the connected controller(s)
- Detects a game object with the selected Material:
- 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
- Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
Tap:
- Enabled:
- Detects a game object with the selected Material:
- Not already detecting a game object with the selected Material:
- A positive pulse is immediately followed by a negative pulse (next frame)
- Already detecting a game object with the selected Material:
- No pulse sent
- Not already detecting a game object with the selected Material:
- Last game object with the selected Material moves out of range:
- No pulse is sent
- Detects a game object with the selected Material:
- Disabled:
- Detects a game object with the selected Material:
- Not already detecting a game object with the selected Material:
- Sends a positive pulse to the connected controller(s)
- Already detecting a game object with the selected Material:
- No pulse sent
- Not already detecting a game object with the selected Material:
- Last game object with the selected Material moves out of range:
- Sends one negative pulse to connected controller(s)
- Detects a game object with the selected Material:
- True Level Trigger enabled and Skip = 0:
- Never has a chance to send a negative pulse
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)