ScoreFlashFollow3D FieldsScoreFlash API Documentation V4.6.0
The ScoreFlashFollow3D type exposes the following members.
Fields

  NameDescription
Public fielddefaultScoreFlash
If assigned, instead of using ScoreFlash.Instance, this ScoreFlashFollow3D will use the assigned ScoreFlash instance when messages are pushed directly via Push(Object).
Public fielddesignText
Message that is shown while in design mode.
Public fieldenableDeselectHack
Unity doesn't properly support updating the GameView when an object is deselected, so if you disable this, the design will stay in the game view until it is updated once more. I have a hack for this - but unfortunately, it's causing trouble when the object is being deleted (there's an exception that I cannot catch). Both is not a real problem, it's just a little annoying.
Public fieldfreezeOnRead
Freeze any message pushed directly to this ScoreFlashFollow3D at its read state.
Public fieldinnerAnchor
Use this to control the anchor / alignment of the messages sent using this instance of ScoreFlashFollow3D.
Public fieldisDesignMode
Design mode allows you to use the scene view to set up the positioning of this ScoreFlashFollow3D. This works both while playing and while not playing, however, if you have moving options, you might want to pause the game to set things up (otherwise you might chase your messages around ;-) ).
Public fieldisTestAutogenerateMessages
Use this to show random messages.
Public fieldkeepStatic
If this is set to true, ScoreFlash will actually not follow the object anymore but just use the settings to determine the position at the time the message is sent.
Public fieldleaveBehind
Should the game object "leave" the messages behind or should the messages immediately follow the game object?
Public fieldloseMomentum
When the game objects is destroyed, should the messages lose the momentum or not?
Public fieldpushLocally
Should test messages be directly pushed on this ScoreFlashFollow3D using Push(Object)? If this is checked, you can also test the behavior of freezeOnRead.
Public fieldreferenceCamera
The camera that shows this game object to the user. If this is not assigned, OnlineCamera.main is used, which should be fine in most cases; but if you have a weird scene setup, you can use this. If you want to use ScoreFlash in a split screen set up ... please contact me ;-)
Public fieldscoreFlashTestInstances
References to one or more instances of ScoreFlash for testing. If you do not assign any here, ScoreFlash.Instance is used instead; if you do, one instance after the other gets messages.
Public fieldscreenPositionOffset
2D offset in screen coordinates.
Public fieldtargetRenderer
Renderer of the game object that this ScoreFlashFollow3D follows. This is very important because it is needed to determine whether the object is actually visible. Like, if it's behind the camera, for instance, you don't want those messages to show in front of you (and they will, if you forget to set this up correctly ;-) ). For this to fully work reliably, make sure to also assign the proper referenceCamera.
Public fieldtestMessageDelaySeconds
The usual delay between two messages in seconds. Use this to increase or decrease the frequency in which test messages are being sent to ScoreFlash. NOTE: This does not have an effect on messages sent via includeMessageSpam (these are always sent in a burst without any delay. Also be aware that this is based on real time (so Time.timeScale has no effect).
Public fieldworldPositionOffset
3D offset in world coordinates.
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