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When wiring a Bool Input (Light: On) to a Float Output (Ranger: Distance), it implicitly converts (abs(floatVal) > 0.001f).
What should the behaviour be when wiring a Float Input (Thruster: Force) to a complex type, like a Vector3 (GPS: Position) or Angle or String? For a Vector3, one might want the Length, or one of the components (X, Y, Z).
It might be ok to just decide "float -> Vector3/Angle/String will always use the Length", but it'd be neat to allow the Wiring Tool's UI to sub-select an interpretation/casting method, via a submenu after selecting the input and then output.
Use Cases
This could allow for components like GPS/Speedometer to avoid redundant outputs like "Position: Vector3, X: float, Y: float, Z: float" if you could instead wire directly to Position.X or Position.Length via the tool.
This would reduce the need for conversion Gates in many cases.
Or maybe this is too wacky haha, but I like the idea!
The text was updated successfully, but these errors were encountered:
When wiring a Bool Input (Light: On) to a Float Output (Ranger: Distance), it implicitly converts (
abs(floatVal) > 0.001f
).What should the behaviour be when wiring a Float Input (Thruster: Force) to a complex type, like a Vector3 (GPS: Position) or Angle or String? For a Vector3, one might want the Length, or one of the components (X, Y, Z).
It might be ok to just decide "float -> Vector3/Angle/String will always use the Length", but it'd be neat to allow the Wiring Tool's UI to sub-select an interpretation/casting method, via a submenu after selecting the input and then output.
Use Cases
Or maybe this is too wacky haha, but I like the idea!
The text was updated successfully, but these errors were encountered: