Object Viewer Block

View 3D objects in the UI.

The Object Viewer Block is used to view a target game objects in the UI. It provides rotation, panning, and zooming functionality.

You can add the default design to your scene by right-clicking in the hierarchy and navigating to Inventool > Blocks > Object Viewer Block.

Check out its scripting section to learn about its full potential.

Object Viewer Blockchevron-right

Properties

Block Options

Name
Description

Target

The scene object to target.

Targeter

The targeter reference.

Drag Button

The pointer button used to apply the drag (rotation) input.

Pan Button

The pointer button used to apply the pan input.

Match Rect On Cache

If the target texture should be resized to match the size of the RectTransform on cache.

Match Rect Size (Button)

Updates the camera target texture to match the size of the RectTransform. Click this button if the target object's scale appears off.

Force Render (Button)

Forces the camera to render. Click this button if the object disappeared for whatever reason.

Object Targeter Options

Name
Description

Center Offset

Offset from the target's pivot point.

Reset View Speed

The speed in which the view is reset. 1 = 1s. 2 = 0.5s.

Rotation

Name
Description

Enable

If the camera should be able to orbit the target object.

Rotation Pivot Offset

Rotational offset from the target's pivot point.

Starting Rotation

The starting rotation.

Rotation Strength

The rotation strength. This affects the rotation amount applied per rotation input event.

Rotation Control

The rotation control option applied.

Invert Horizontal

If X-axis rotation input should be inverted.

Invert Vertical

If Y-axis rotation input should be inverted.

Pan

Name
Description

Enabled

If the camera should be able to move around on the X and Y axis.

Pan Strength

The panning strength. This affects the pan amount applied per pan input event.

Enable Automatic Bounds

If panning should be bound by the UV of the raw image.

Zoom

Name
Description

Enabled

If the camera should be able to move around on the Z axis.

Zoom Strength

The zooming strength. This affects the zoom amount applied per zoom input event.

Smoothing

Smooths zooming. The lower the value, the smoother it is at the cost of speed.

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