World Utilities / Applicators
Object Toggle
Activates or deactivates game objects based on a boolean value.
since v0.1.0localsynchronizedpersisted
| Component | Add Component menu / prefab | Source |
|---|---|---|
Object Toggle ApplicatorVRCTools.World.Values.Applicators.ObjectToggleApplicator
|
Values › Applicators › Object Toggle Applicatorprefab: Object Toggle Applicator.prefab
|
ObjectToggleApplicator.cs ↗ |
The simplest applicator - and probably the one you will use most. While the boolean is true, every target is active;
while it is false, every target is inactive.
Parameters
| Parameter | Default | Description |
|---|---|---|
| Type | LOCAL |
Kind of the source value. |
| Source | None | The boolean value to follow. Required. |
| Targets | empty | Game objects to (de-)activate. |
| Invert | false |
Advanced. Activate the targets while the value is false instead. |
Prefabs for both kinds are available under Runtime/Prefabs/Local Values/Applicators and
Runtime/Prefabs/Synchronized Values/Applicators.
Usage
Common setups:
- Mirror toggle - persisted boolean (each player decides) → mirror object.
- Two-way switch - two applicators on the same value, one with
Invertticked, to swap between a day and a night object group. - Owner controlled area - synchronized boolean → door collider and door mesh.
Do not add the applicator’s own game object (or one of its parents) to
Targets. A deactivated applicator stops receiving updates and cannot turn the objects back on.