b486678290
Library -Artifacts
30 lines
1.7 KiB
Markdown
30 lines
1.7 KiB
Markdown
# Raw Vibration Signals
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Raw vibration signals are curves that vibrate as a function of time. Cinemachine provides two types of raw signal Asset:
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- A 6D (x, y, z, pitch, roll, and yaw) noise profile. See [Using Noise Profiles](CinemachineImpulseNoiseProfiles.md) for details.
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- A 3D Fixed Signal. See [Using Fixed Signals](CinemachineImpulseFixedSignals.md) for details.
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Usually these raw signals are Assets in the Project.
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In the Impulse Source Inspector window, use the **Raw Signal** field to see which signal is connected to the Impulse Source. The Settings menu (indicated with a gear icon) next to the field provides options for working with raw signals:
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![img](images/InspectorImpulseSourceRawSignalMenu.png)
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- **Edit** opens the signal in either the Noise Profile Inspector or the Fixed Signal Inspector.
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- **Clone** duplicates the signal Asset. This is useful when you want to use a preset or an existing Asset as a base for a new signal.
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- **Locate** finds the signal in the Project view.
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- **New Noise Settings** creates a new Noise Profile Asset from scratch. See [Creating a new noise profile](CinemachineImpulseNoiseProfiles.md) for details.
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- **New Fixed Signal** creates a new Fixed Signal Asset from scratch. See [Creating a new fixed signal](CinemachineImpulseFixedSignals.md) for details.
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Note: Preset Noise Profile Assets are now integrated in the Raw Signal selector.
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![img](images/InspectorImpulseSourcePresetsGear.png)
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## Creating Custom Signals
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You can create your own custom signals. If you derive them from the **[CinemachineSignalSource](../api/Cinemachine.SignalSourceAsset.html)** base class, they appear automatically in the Inspector menu alongside the built-in ones.
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