Push Zone Action ========= **Name**: push Attaches a push zone to the object. Flags ----- * **sphere**: Use a sphere collider, otherwise defaults to box. * **mesh**: Use a convex mesh collider, otherwise defaults to box. ---------------- * **noai**: Affects AI will be disabled. * **noplayer** Affects Player will be disabled. * **velocity** Do Velocity will be enabled. Variables ----- * `[ float ]` **sx**: A size multiplier for the attached box colliders X size. The objects size is also used for this, so it's not neccessary to set this. * `[ float ]` **sy**: A size multiplier for the attached box colliders Y size. The objects size is also used for this, so it's not neccessary to set this. * `[ float ]` **sz**: A size multiplier for the attached box colliders Z size. The objects size is also used for this, so it's not neccessary to set this. ---------------- * `[ float ]` **cx**: A local space offset for the attached collider along the X axis. * `[ float ]` **cy**: A local space offset for the attached collider along the Y axis. * `[ float ]` **cz**: A local space offset for the attached collider along the Z axis. * `[ float ]` **r**: A scale multiplier for a sphere colliders radius. The average axis scale is also used for this, so it's not neccessary to set this. ---------------- * `[ string ]` **space**: The transformation space that the push will happen in. Valid values are ``localtozone, localtoship, world and localtotrack``. When using LocalToZone it's in Blender's coordinate space. All other options are in Unity's coordinate space. * `[ float ]` **dx**: The weighting of the push in the transformation spaces X axis. * `[ float ]` **dy**: The weighting of the push in the transformation spaces Y axis. * `[ float ]` **dz**: The weighting of the push in the transformation spaces Z axis. ---------------- * `[ float ]` **force**: The force to apply along the force direction. * `[ string ]` **forcemode**: How to apply the force. Valid values are ``force, impulse, acceleration and velocitychange``. ---------------- * `[ float ]` **gain**: How fast the force is transitioned in. Do not provide this variable to leave it disabled. * `[ float ]` **falloff**: How fast the force is transitioned out. Do not provide this variable to leave it disabled. * ---------------- * `[ float ]` **vx**: When the velocity flag is enabled, how much to multiply the ships velocity along its local X axis. * `[ float ]` **vy**: When the velocity flag is enabled, how much to multiply the ships velocity along its local Y axis. * `[ float ]` **vz**: When the velocity flag is enabled, how much to multiply the ships velocity along its local Z axis.