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Components
Car Changer provides a bunch of components to help you bring your changes to life. Here's a list of what they are and do.
Note
Using most of these components on bogies isn't currently supported. Only ExtraBrakeRenderer
and PoweredAxle
do, and in turn do not work anywhere else.
Probably the most important, this allows you to use the default material of a car without having to include it with your mod. It also makes it work with skins.
The material you want to use. You can find the list of supported materials of each car here.
If the material isn't available through the Source Material dropdown, but it exists in the car, you can use this to specify a path to a transform with the material you want. Use RUE (Runtime Unity Editor) to check ingame where your object actually is.
If the path to the material should use the interior object instead of the main car object.
In case the exploded variant of a material isn't available, you can use check this option to procedurally create that material from its corresponding "normal" version.
Swaps the material of objects on explosion.
A custom material. If not set, then Source Material
will be used.
Refer to UseDefaultMaterial for usage.
The list of gameobjects whose renderers (including children) will swap to this material.
Note
Explosion related components only work in the Body and Interior LOD fields. If the object has a field for an exploded version, this won't work.
Disables the GameObject it is on when the car explodes.
Note
Explosion related components only work in the Body and Interior LOD fields. If the object has a field for an exploded version, this won't work.
Swaps the GameObject it is on with the one in Replace Prefab
.
Note
Explosion related components only work in the Body and Interior LOD fields. If the object has a field for an exploded version, this won't work.
This component can hide a list of transforms when the change is applied. You can use it in cases the option isn't provided by the mod, or with the extra flexibility provided by mods such as Locomotive Mesh Splitter.
The path to the transforms. This component is context aware, so if on the body it is relative to the car root, if on the interactables or interior it's relative to the interior root.
Tip
You can use this on colliders to disable them.
Similar to the component above, but for moving transforms. Do not use this to move controls, or you may get unexpected results.
Alter the corresponding parameters of the transforms in the list.
If true, the previous transformations are applied to the original ones, otherwise they are set to the provided values. For example:
- Original transform position: (0, 2, 1)
- Position change: (0, 0, 1)
- With relative:
- Result: (0, 2, 2)
- Without relative:
- Result: (0, 0, 1)
The path to the transforms. This component is context aware, so if on the body it is relative to the car root, if on the interactables or interior it's relative to the interior root.
Makes a collider passthrough to the teleport arc (for example, railings). Only works on colliders in the Walkable group.
Wether the collider always blocks the teleport or only in 1 direction.
???