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Different configurations are described.' --- !u!222 &215692311 CanvasRenderer: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 215692308} m_CullTransparentMesh: 0 --- !u!1 &228947998 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 228947999} - component: {fileID: 228948000} m_Layer: 0 m_Name: Input Sensor 1 m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &228947999 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 228947998} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -1.16, y: 0, z: 6.62} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 1832933790} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &228948000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 228947998} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5f00a8324cac4f1e84ad1644ec747516, type: 3} m_Name: m_EditorClassIdentifier: signalProcessors: [] OnDetected: m_PersistentCalls: m_Calls: [] OnLostDetection: m_PersistentCalls: m_Calls: [] OnSomeDetection: m_PersistentCalls: m_Calls: [] OnNoDetection: m_PersistentCalls: m_Calls: [] signalFilter: IgnoreList: [] EnableTagFilter: 0 AllowedTags: [] DetectionMode: 0 Shape: 0 Sphere: Radius: 1.5 Box: HalfExtents: {x: 2.11, y: 1.31, z: 4.9} Capsule: Radius: 0.5 Height: 1 DetectsOnLayers: serializedVersion: 2 m_Bits: 1 IgnoreTriggerColliders: 0 pulseRoutine: Mode: value: 2 UpdateFunction: 0 Interval: value: 1 --- !u!1 &234931826 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 234931827} m_Layer: 0 m_Name: FIELD OF VIEW m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &234931827 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 234931826} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 18, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 892452873} - {fileID: 1812630202} - {fileID: 28711110} - {fileID: 1298475156} - {fileID: 1417385987} - {fileID: 638331333} - {fileID: 775688797} - {fileID: 1603800296} - {fileID: 1261026878} - {fileID: 2098838478} - {fileID: 1420419555} m_Father: {fileID: 645454935} m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &244703007 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 244703008} - component: {fileID: 244703010} - component: {fileID: 244703012} - component: {fileID: 244703011} - component: {fileID: 244703009} m_Layer: 2 m_Name: Sensor m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &244703008 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 244703007} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 460389855} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &244703009 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 244703007} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 49143767f1d3487ab2d0267f48f2d7eb, type: 3} m_Name: m_EditorClassIdentifier: comment: 'The Trigger sensor listens for physics events ''OnTriggerEnter'' and ''OnTriggerExit'' to determine detections. It needs a Collider component and almost always a Kinematic RigidBody too, it''ll warn you if it''s missing. This is a more versatile and performant sensor then the Range sensor, but it''s a little more nuanced. Configure your projects physics layer collision matrix to control what the trigger sensor detects.' --- !u!114 &244703010 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 244703007} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 41f6fec8fb4941a8b51158e83854d6d0, type: 3} m_Name: m_EditorClassIdentifier: signalProcessors: [] OnDetected: m_PersistentCalls: m_Calls: [] OnLostDetection: m_PersistentCalls: m_Calls: [] OnSomeDetection: m_PersistentCalls: m_Calls: [] OnNoDetection: m_PersistentCalls: m_Calls: [] signalFilter: IgnoreList: [] EnableTagFilter: 0 AllowedTags: [] DetectionMode: 0 runInSafeMode: value: 0 --- !u!54 &244703011 Rigidbody: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 244703007} serializedVersion: 2 m_Mass: 1 m_Drag: 0 m_AngularDrag: 0.05 m_UseGravity: 0 m_IsKinematic: 1 m_Interpolate: 0 m_Constraints: 0 m_CollisionDetection: 0 --- !u!135 &244703012 SphereCollider: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 244703007} m_Material: {fileID: 0} m_IsTrigger: 1 m_Enabled: 1 serializedVersion: 2 m_Radius: 2 m_Center: {x: 0, y: 0, z: 0} --- !u!1 &250512348 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 250512349} - component: {fileID: 250512351} - component: {fileID: 250512350} m_Layer: 0 m_Name: Sensor m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &250512349 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 250512348} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 1424742369} m_Father: {fileID: 1848134296} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &250512350 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 250512348} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 49143767f1d3487ab2d0267f48f2d7eb, type: 3} m_Name: m_EditorClassIdentifier: comment: 'This is similar to the previous station but optimised. The input sensor (Range Sensor) is now configured so that it can''t detect the characters limbs. I''ve attached a new GameObject to the characters torso called ''SensorTarget'' and created a trigger collider on that. The input sensor is configured so it can detect this new collider but not the limbs. Why have I done this? The performance of SensorToolkit depends on the performance of the Unity physics system. The physics system must perform intersection tests for each collider the sensor may detect. The more things that can be detected the more intersection tests that need to happen. In this case it''s not necessary to detect the limbs individually, we want the input sensor to detect the characters root and pass that to the LOS Sensor. Why is the SensorTarget attached to the torso? This character is a ragdoll which makes it possible for the armature to ''fall away'' from the character root. 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