class

Between

Editor-time (and play-mode-guarded) single-axis corridor placement. Drives transform.position along one axis so a sibling Renderer's bounds land flush against from at fraction 0 and flush against to at fraction 1, independent of the object's own pivot.

public sealed partial class Between : MonoBehaviour, IPositionDriver

Authoring

Add this component from a NodeHandle inside Build:

Betweenmethod

public NodeHandle Between(SceneObjectHandle from, SceneObjectHandle to, float fraction, Between.Axis axis, SceneObjectHandle alongOrientationOf = null)

Single-axis corridor placement: lands this object's bounds flush against from at fraction 0 and flush against to at fraction 1, moving only along axis. fraction is unclamped, so a value outside [0, 1] places past the respective anchor. axis is a world direction by default, or the matching local axis of alongOrientationOf when given, so placement can follow a tilted reference. Which anchor owns the fraction-0 end is fixed by argument order (from), not by which anchor sits at the higher world coordinate. Hierarchy-independent — anchors and self may live under unrelated parents. Chaining more than two Between calls into a longer anchor cycle is undefined: each evaluates independently and the last one to run wins.

Members

fromfield

public Transform from

tofield

public Transform to

orientationfield

public Transform orientation

fractionfield

public float fraction

axisfield

public Axis axis

Evaluatemethod

public void Evaluate()

Recompute transform.position along the configured axis so self's bounds land flush against from at fraction 0 and flush against to at fraction 1 (unclamped past either end). The axis is a world direction by default, or the local axis of orientation when set. Only the position component along that axis is touched.

Nested types

Axisenum

ValueDescription
X
Y
Z

Generated from com.codescenes/Runtime/Between.cs