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Controls and Behaviors

Controls

This chapter gives an overview of what Controls are and shows how to use them.

Predefined Controls

This chapter is about how to use the predefined Controls that come with CGI Studio. The control...

Behaviors

This chapter gives an overview of what Behaviors are and shows how to use them.

Predefined Behaviors

Examples Using Predefined Behaviors

Thermometer Example 1. Drag&drop a Slider Control and a Text Value Control from the Controls P...

Action Behaviors

Animation Action Behaviors Configure and Play Animation Class Reference Starts, stops, pause...

Condition Behaviors

Control Condition Behaviors Check Animation State Checks the current state of an animat...

Control Behaviors

Construction Kit Control Behaviors Map Control Behaviors Map Provides the map rendering and na...

Demonstration

Demo Mode Action Action to start or end the demo mode. Common Properties Propert...

External Resource

This page explains how to use the behaviors that operate on external resources (such as images) l...

Graph

Bar Graph Creates a bar graph based on a provided list of numeric values, with configurable bar ...

IdentifierValueMap

Behaviors that can be used to check for certain keys and values in IdentifierValueMapEvents and e...

Layer

Switch Layer Image Sets on an Image Layer. This special functionality is only available for Ambe...

Map

Geocoding Provides forward and reverse geocoding functionality. About implicit roles of ChildNo...

Mixed Reality Behaviors

Internal Poi Metadata Handler Behavior that handles the meta data of a single poi. This behavi...

Particle

Particle Emitter Emits Particles when attached to a Node with a Bounding Box. The Appearance of ...

Scripting Behaviors

Enable Scripting System Enables or disables the scripting system. For example, dragging and drop...

State Machine Behaviors

State Machine A state machine is able to implement the complex states of a node/scene/applicatio...

Streaming Behaviors

Video Stream Class Reference Displays a video stream from a given source on a texture. Reacts o...

Value Processing Behaviors

Animation Value Processing Behaviors Jump to Animation Keyframe Expects a Float value between...

Set Uniform

Set Uniform Sets the value of a specified uniform using the received input on a shader associate...

BehaviorGroup

BehaviorGroup (Fusion Group) is used to group multiple behaviors (Fusion nodes). This simplifies ...

Control States

Introduction Controls are components that a user interacts with through direct manipulation to r...

Control Examples

Button Control This section explains how the Button Control works. The Control St...