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docg-7776: Specify how to select block space
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Packages/com.unity.visualeffectgraph/Documentation~/Blocks.md

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## Configuring Blocks
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To change the way that the Block looks and behaves, adjust the Block's [Settings](GraphLogicAndPhilosophy.md#settings) in the Node UI or the Inspector.
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To change how the Block looks and behaves, adjust the Block's [Settings](GraphLogicAndPhilosophy.md#settings) in the Node UI or the Inspector.
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For example, if, in the Inspector, you change the Composition Settings of a **Set Velocity** Block from **Overwrite** to **Blend**, this changes the title of the Node to **Blend Velocity** and adds a **Blend** property to the Node UI.
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Some Block inputs, such as **Transform**, **Vector**, **Direction**, and **Position**, are [Spaceable Properties](Properties.md#spaceable-properties). Use the dropdown to select the coordinate space in which VFX Graph interprets the values of the Block inputs. VFX Graph automatically converts the value from the selected space to the System's space. If you select **None**, or if both spaces are the same, VFX Graph doesn't perform any conversion.
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![Spaceable Properties dropdown icon: globe (world space), 3D cube (local space), and circle with minus sign (system space)](images/spaceable-properties-dropdown-icon.png)
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**Spaceable Properties dropdown icon**
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For example, a Position type has a Vector3 value and a Spaceable Property. If you set the Spaceable Property to Local [0,1,0], you're referring to the 0,1,0 value in local space.
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## Activation port
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In addition to its [property](Properties.md) ports, a Block has a special port called the activation port. It is located on the top left of a Block, next to its name.
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Packages/com.unity.visualeffectgraph/Documentation~/Properties.md

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### Spaceable Properties
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Spaceable Properties are Property Types that carry **Space information** (Local/World) with its value. This information is used by the graph to perform automatic space transformations when required.
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Spaceable Properties are Property Types that carry **Space information** (Local/World) with their values. The VFX Graph uses this information to perform automatic space transformations when required.
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Click on the Space Modifier to the left of the Property Field to change it.
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For Example, a Position type carries a Vector3 value and a Spaceable Property. If you set the Spaceable Property to Local [0,1,0], this tells the graph that we refer to the 0,1,0 value in local space.
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Depending on the [System Simulation Space](Systems.md#system-spaces), the value will be automatically transformed to the simulation space if required.
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Depending on the [System Simulation Space](Systems.md#system-spaces), the value is automatically transformed to the simulation space if required.
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> [!TIP]
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> You can use the Change Space Operator to manually change a Property Space.

Packages/com.unity.visualeffectgraph/Documentation~/Systems.md

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* **Local space** Systems simulate the effect locally to the GameObject that holds the [Visual Effect component](VisualEffectComponent.md).
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* **World space** Systems simulate the effect independently of the GameObject that holds the [Visual Effect component](VisualEffectComponent.md).
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Regardless of the System's simulation space, you can use [Spaceable Properties](Properties.md#spaceable-properties) to access Local or World Values.
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A VFX System runs in either World or Local space. You set this coordinate space in the Inspector of any context in the system. Changing the space on one context updates it for the whole system. VFX Graph interprets all attributes and operations in this space.
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### Setting a System simulation space
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A System displays its simulation space in the top-right corner of each Context it consists of. This is the System's **simulation space identifier**. The word "Local" in a rounded box stands for "Local space", and the word "World" in a rounded box stands for "World space". If a Context does not use process anything that depends on simulation space, it does not display the simulation space identifier.
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To change the simulation space for a System, click the System's simulation space identifier to cycle through the compatible spaces.
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To change the simulation space for a System, click the System's simulation space identifier to cycle through the compatible spaces. Because the System space is shared, changing the space on any of its Contexts updates the space for the entire System.
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### Simulation space identifiers in Properties
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Some [Spaceable Properties](Properties.md) display a smaller version of the simulation space identifier. An "L" in a rounded box stands for "Local space", and a "W" in a rounded box stands for "World space". This does not change the System's simulation space, but instead allows you to express a value in a space that is different from the System's simulation space. For example, a System could simulate in world space but a Property could be a local position.
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You can use [Spaceable Properties](Properties.md#spaceable-properties) to select the coordinate space in which VFX Graph interprets the inputs. You can [set spaceable block inputs](Blocks.md) to **Local**, **World**, or **None**:
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- If you select **Local** or **World**, the VFX Graph converts the value from its input space to the System’s space.
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- If you select **None**, the value is used as‑is, relative to the System’s current space.

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