Behavior Properties

The Behavior Properties will appear once a behavior is selected and will allow you to change its configuration.


Behavior Name

The name of the behavior is at the top of the Behavior Properties. You can tap the name to change it and it will automatically update any other behaviors that it is associated with.

Interacting Objects

This area determines the object that the behavior affects. Some behaviors have two interacting objects. For example, the Joystick Controlled behavior Object A selects the Joystick, and Object B selects the object that the joystick controls. For behaviours with two interacting objects, the properties are only applied to the first object (Object A).

As of hyperPad version 1.21 you can now drag the output value from any behaviour onto an Object A/Object B field. This will allow you to reference an object dynamically by its ID rather than manually selecting it from the visual interface.


Object Anchor

The object anchor typically represents the centre of the object. In select situations, the anchor is used for weld locations, offsets, representing the front side of an object, and more. The anchor can also represent the new position of an object. By pressing this button, you can fine tune the anchor instead of moving the blue target when selecting the object from the Interacting Objects section.

Behavior Effect

Some behaviors will let you change the transition/motion tween effect. For example, when used with Move behaviors, a bounce out effect will finish the Move with a bounce.

Behavior Properties

Properties that are specific to each behavior. These behaviors can completely change how the behavior affects your object.

Delete Behavior

The delete behavior will delete the behavior from the object. You can not undo this action.

Disable/Enable Behavior

You can stop a behaviour from executing by turning it off. The green "On" indicates that the behaviour is enabled and will execute. To stop it from executing tap the "On" to turn the behavior off. An off behavior will not execute and your object will behave as if this behavior was never added. 

You can also turn a behavior on or off using the matching behaviors found in the Custom category. When you use "Behavior On", it will execute the specified behavior immediately, as long as there is no parent behavior. 


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