Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Documentation~/CinemachineImpulseRawSignal.md
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

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# Raw Vibration Signals
Raw vibration signals are curves that vibrate as a function of time. Cinemachine provides two types of raw signal Asset:
- A 6D (x, y, z, pitch, roll, and yaw) noise profile. See [Using Noise Profiles](CinemachineImpulseNoiseProfiles.md) for details.
- A 3D Fixed Signal. See [Using Fixed Signals](CinemachineImpulseFixedSignals.md) for details.
Usually these raw signals are Assets in the Project.
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:
![img](images/InspectorImpulseSourceRawSignalMenu.png)
- **Edit** opens the signal in either the Noise Profile Inspector or the Fixed Signal Inspector.
- **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.
- **Locate** finds the signal in the Project view.
- **New Noise Settings** creates a new Noise Profile Asset from scratch. See [Creating a new noise profile](CinemachineImpulseNoiseProfiles.md) for details.
- **New Fixed Signal** creates a new Fixed Signal Asset from scratch. See [Creating a new fixed signal](CinemachineImpulseFixedSignals.md) for details.
Note: Preset Noise Profile Assets are now integrated in the Raw Signal selector.
![img](images/InspectorImpulseSourcePresetsGear.png)
## Creating Custom Signals
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.