Live Preview
The Live Preview shows every modifier of a held item while the game runs, and lets you tune poses while you look at them.
- Enter Play Mode.
- Hold the item with your character.
- Select the held item in the Hierarchy, for example the spawned weapon.
The Held Item inspector then shows a Live Preview box. If the item has no Held Item component, add one to the prefab first.
What It Shows
For each modifier:
- How strongly it is active right now.
- How far it moves the item right now.
- How much it frees the item from the aim, for modifiers that lower the item.
- When a modifier is switched off by the Active Held Item Modifier instruction.
Preview Buttons
| Button | Modifier | What it does |
|---|---|---|
| Fire | Recoil Kick | Plays one kick. |
| Jump | Jump And Land | Plays the jump dip. |
| Land Soft, Land Hard | Jump And Land | Plays a soft or a hard landing. |
| Simulate Run | Movement Bob | Plays the bob while standing still. |
| Hold Pose | Lower When Sprinting, Wall Retract | Keeps the pose fully on so you can tune it. |
Nudge Buttons
The nudge buttons move or turn a pose one step at a time, relative to the camera. Hold a button to keep going.
- Placement In View always shows them. They change Offset Position and Offset Rotation, or Position and Rotation when the placement is Fixed.
- Lower When Sprinting and Wall Retract in Lower Close To Body mode show them while Hold Pose is on.
| Control | What it does |
|---|---|
| Move Step | Meters per step. 0.005 by default. Remembered between sessions. |
| Rotate Step | Degrees per step. 1 by default. Remembered between sessions. |
| Reset To Zero | Sets the pose to (0, 0, 0). |
| Revert Edits | Goes back to the values from before the buttons changed them. |
Every press can also be undone with Ctrl+Z.
Changes Are Saved
The changes are written to the Held Item Profile right away. Profiles are assets, so they keep the changes after Play Mode. Every item that uses the same profile changes with it.
Scene View Gizmos
While the item is selected, the Scene view shows where the item points in cyan, and the crosshair point it turns towards in orange.