Unit category - Stingray Flow Node Reference

Sub-categories

Nodes

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit that will contain the actor.

string

Actor Name

The name of the actor.

float

Inherit Velocity

Specifies to what extent the physics actor should inherit the velocity of the animated objects that it is connected to. A value of 1.0 means it completely inherits the animated velocity.

event

In

This event triggers the evaluation of this node.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit that contain the actor to destroy.

string

Actor Name

The name of the actor to destroy.

event

In

This event triggers the evaluation of this node.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Actor

actor

The specified actor.

Inputs

unit

Unit

The unit whose actor you want to retrieve.

float

Actor Index

The index of the actor to retrieve.

string

Actor Name

The name of the actor.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Camera

camera

The specified camera.

Inputs

unit

Unit

The unit whose camera you want to retrieve.

string

Camera Name

The name of the camera to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Name

string

The level that spawned the unit.

Inputs

unit

Unit

The unit whose level you want to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Light

light

The specified light.

Inputs

unit

Unit

The unit whose light you want to retrieve.

string

Light Name

The name of the light to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Position

vector3

The local position of the unit.

Inputs

unit

Unit

The unit whose position is retrieved.

id

Object

The name of the object node inside the units scene graph.

If no object is specified, the units local position will be set instead.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Rotation

quaternion

The local rotation of the unit.

Inputs

unit

Unit

The unit whose rotation is retrieved.

id

Object

The name of the object node inside the units scene graph.

If no object is specified, the units local rotation will be used instead.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Scale

vector3

The local scale of the unit.

Inputs

unit

Unit

The unit whose scale is retrieved.

id

Object

The name of the object node inside the units scene graph.

If no object is specified, the units local scale will be used instead.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Mesh

mesh

The specified mesh.

Inputs

unit

Unit

The unit whose mesh you want to retrieve.

string

Mesh Name

The name of the mesh to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Mover

mover

The mover of the unit.

Inputs

unit

Unit

The unit whose mover you want to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Value

float

The number of actors in the unit.

Inputs

unit

Unit

The unit to test.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Value

float

The value currently set for the property.

Inputs

unit

Unit

The unit whose numeric value you want to retrieve.

string

Path

A string delimited by forward slashes that make up the path to the property.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Type

string

The name of the unit's resource type.

Inputs

unit

Unit

The unit whose resource type you want to retrieve.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Position

vector3

The world position of the unit.

Inputs

unit

Unit

The unit whose position is retrieved.

id

Object

The name of the object node inside the units scene graph.

If no object is specified, the units world position will be used instead.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Rotation

quaternion

The world rotation of the unit.

Inputs

unit

Unit

The unit whose rotation is retrieved.

id

Object

The name of the object node inside the units scene graph.

If no object is specified, the units world rotation will be used instead.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Hit

boolean

Returns true if the collision is detected and false otherwise.

Distance

float

The distance of the collision point from the starting point of the collision test.

Normal

vector3

The normal of the surface that was hit.

Mesh

mesh

The mesh that was hit.

Slot Name

id

The material slot id used by the triangle that was hit.

Inputs

unit

Unit

The unit to raycast against.

vector3

From

The start position of the raycast.

vector3

Direction

The direction that the ray will be cast from its starting point.

float

Length

The length of the ray.

boolean

Include Hidden Meshes

Include hidden meshes or not.

event

In

This event triggers the evaluation of this node.

Will return mesh and material slot information for the intersected triangle within the mesh. Note: Will be very expensive for units containing high density meshes.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit to teleport.

id

Object

The name of the object node inside the units scene graph to move.

vector3

Delta Position

The delta position to set for the unit.

vector3

Velocity

The velocity of the unit.

boolean

Teleport

A boolean to indicate whether to teleport the unit or not.

event

In

This event triggers the evaluation of this node.

If no object is specified, the unit will be moved instead. Enabling teleport will cause the unit to teleport to the location instead of move fluidly.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Pass-through Inputs

unit

Unit

unit

The unit to relay.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit to rotate.

id

Object

The name of the object node inside the units scene graph to rotate.

quaternion

Delta Rotation

The new rotation to set for the unit.

vector3

Velocity

The velocity.

boolean

Teleport

A boolean to indicate whether to teleport the unit or not.

event

In

This event triggers the evaluation of this node.

If no object is specified, the unit will be rotated instead. Enabling teleport will cause the unit to teleport to the desired rotation instead of rotate fluidly.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit whose position is set.

vector3

Position

The new position to set for the unit.

id

Object

The name of the object node inside the units scene graph to move.

boolean

Teleport

A boolean to indicate whether to teleport the unit or not.

event

In

This event triggers the evaluation of this node.

If no object is specified, the units local position will be set instead. Enabling teleport will cause the unit to teleport to the destination.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

quaternion

Rotation

The new rotation to set for the unit.

id

Object

The name of the object node inside the unit's scene graph to rotate.

boolean

Teleport

(Optional) A boolean to indicate whether to teleport the unit.

unit

Unit

The unit whose rotation is set.

event

In

This event triggers the evaluation of this node.

Enabling teleport will cause the unit to teleport to the specified rotation value.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit whose scale is set.

vector3

Scale

The new scale for the unit.

id

Object

The name of the object node inside the units scene graph to scale.

boolean

Teleport

A boolean to indicate whether to teleport the unit or not.

event

In

This event triggers the evaluation of this node.

If no object is specified, the units local scale will be set instead. Enabling teleport will cause the unit to teleport to the specified scale value.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit to use with the mover.

string

Mover Name

The name of the mover.

event

In

This event triggers the evaluation of this node.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit whose data you want to set.

string

Path

A string delimited by forward slashes that make up the path to the property, for example "meshes/my_unit_mesh_name/materials/slot_name/albedo/x"

float

Value

The value to set for the property.

event

In

This event triggers the evaluation of this node.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit you want to show or hide.

id

Group

The name of a visibility group that you want to show or hide. Optional. If specified, only the meshes in this group will be affected. If omitted, all meshes in the unit will be affected.

boolean

Visible

A boolean that determines whether the meshes will be made visible (true) or hidden (false).

event

In

This event triggers the evaluation of this node.

You can create visibility groups and assign meshes to them in the Unit Editor.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Spawned Unit

unit

The spawned unit at the marker position.

Spawned

event

The output event triggered when the unit is spawned.

Unspawned

event

The output event triggered when the unit is unspawned.

Variables

Spawn Point

level_object

Inputs

id

Unit

event

Spawn

The input event triggered to spawn the unit.

event

Unspawn

The input event triggered to unspawn the unit.

Available in Level Flow Editor only.

Outputs

Spawned Unit

unit

The spawned unit on the level.

Spawned

event

The output event triggered when the unit is spawned.

Unspawned

event

The output event triggered when the unit is unspawned.

Inputs

id

Unit

vector3

Position

The new position of the unit.

quaternion

Rotation

The new rotation of the unit.

event

Spawn

The input event triggered to spawn the unit.

event

Unspawn

The input event triggered to unspawn the unit.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Variables

Event

string

The name of the flow event to trigger.

Inputs

unit

Unit

The unit for which you want to trigger a flow event.

event

In

This event triggers the evaluation of this node.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Value

boolean

Returns false if the unit has been deleted or if the unit is nil.

Inputs

unit

Unit

The unit to test.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Value

boolean

Returns true if the unit's resource type matches the specified name, and false otherwise.

Inputs

unit

Unit

The unit to test.

id

Type

The name of the unit resource type.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Resource

string

The unit resource.

Inputs

string

Resource

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Unspawned

event

The output event triggered when the unit is unspawned.

Inputs

unit

Unit

The unit to unspawn.

event

Unspawn

The input event triggered to unspawn the unit.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.

Outputs

Out

event

This event is triggered when the node finishes its evaluation.

Inputs

unit

Unit

The unit to update.

event

In

This event triggers the evaluation of this node.

This can be used to implement units that are dependent on other units positions in complicated ways that cannot be expressed just with the Link Unit node. It should be used sparingly.

Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.