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Creating a template project for non-programmers for research purposes
I am creating a template project in unity intended for the use of "non-programmers" for neurosciene research purpose. My template project is based on a stream of numeric (float) data coming from a TCP socket, which is supposed to change certain parameters of gameobjects (for instance: the rotation of a certain body, position, collider properties and in general every numeric property of a gameObject that can be changed from the GUI). My goal is to collect all of these "parameters" and to display a checkbox for the user, where he can choose which properties of components of the gameObject the incoming values from the TCP will affect.
For Example: Say my user created a box, a sphere and a particle system (3 different gameObjects). He wants the incoming data to affect the X and Z rotation of the box, the X scale of the sphere and the Rate over time property of the particle system's emission. I am imagining a scenario in which the user adds the script to these three gameObjects, and for each gameObject he gets a list of checkboxes which are all the numeric attributes that can be edited, for each checkbox he ticks my code will care to edit the corresponding property of the gameObject over time (using the incoming values from the TCP connection). Of course my code will be robust enough to treat common values such as scale and rotation in a more specific manner, and if it encounters a property which I haven't pre-specified it will exert a default behaviour.
My questions are: 1- Is this feasible? 2- If so, what is the general direction I need to take? I saw that I have the ability to change the editing GUI in Unity and add custom windows of my own so I'm guessing I will need to do this as well, but I couldn't find a way to extract all the "editable numeric properties" of a gameObject as I specified above.
Any suggestions would be appreciated, Thank you very much.