0E00 |
test |
test router |
0E01 |
call |
call a method on the gameObject. v0-v1 should point to the address of the string containing the the method name |
0E02 |
broadcast |
calls a method on the gameObject and all it's children. v0-v1 should point to the address of the string containing the the method name |
0E03 |
send |
send the bytes in the dataport to the targetGameObject |
... |
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0E1N |
moveX |
targetGameObject.transform.position.x = vN |
0E2N |
moveY |
targetGameObject.transform.position.y = vN |
0E3N |
moveZ |
targetGameObject.transform.position.z = vN |
0E4N |
rotateX |
targetGameObject.transform.localRotation.x = vN |
0E5N |
rotateY |
targetGameObject.transform.localRotation.y = vN |
0E6N |
rotateZ |
targetGameObject.transform.localRotation.z = vN |
0E7N |
scaleX |
targetGameObject.transform.localScale.x = vN |
0E8N |
scaleY |
targetGameObject.transform.localScale.y = vN |
0E9N |
scaleZ |
targetGameObject.transform.localScale.z = vN |
0EAN |
create |
create targetGameObject from prefabs[vN] |
0EB0 |
createCube |
create targetGameObject from a cube primitive |
0EB1 |
createSphere |
create targetGameObject from a sphere primitive |
0EB2 |
createCylinder |
create targetGameObject from a cylinder primitive |
0EB3 |
createCapsule |
create targetGameObject from a capsule primitive |
0EB4 |
createPlane |
create targetGameObject from a plane primitive |
0EB5 |
createQuad |
create targetGameObject from a quad primitive |
0EB6 |
move |
targetGameObject.position = new Vector3(v0, v1, v2) |
0EB7 |
rotate |
targetGameObject.transform.localRotation = new Vector3(v0, v1, v2) |
0EB8 |
scale |
targetGameObject.transform.localScale = new Vector3(v0, v1, v2) |
0EB9 |
reparent |
targetGameObject to parentGameObject, whose name is stored in the string at the address pointed to by v0 and v1 |
0EBA |
addMaterial |
adds a material to targetGameObject |
0EBB |
setMaterialColor |
sets the targetGameObject main material color |
0EBC |
createEmpty |
create targetGameObject as an empty GameObject |
0EBD |
lookAt |
targetGameObject looks at another GameObject |
... |
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0EBF |
destroy |
destroy the targetGameObject |
0EC0 |
createDirectionalLight |
create an empty targetGameObject with a light component |
0EC1 |
createPointLight |
create an empty targetGameObject with a light component |
0EC2 |
createSpotLight |
create an empty targetGameObject with a light component |
... |
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0EC4 |
setLightColor |
set the light on targetGameObject to the color in v0-v3 |
0EC5 |
setLightIntensity |
set the light on targetGameObject to the intensity in v0 |
... |
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0EF9 |
logging |
enable or disable logging using v0 as flag |
0EFA |
compatibilityMode |
enable CHIP-8 compatibility |
0EFB |
clockMultiplier |
set the clock multiplier specified in v0 |
0EFC |
pause |
set manual breakpoints in code |
0EFD |
halt |
an alias for pause |
0EFE |
reset |
resets registers to their initial power on states |
0EFF |
powerDown |
simulates a power down and resets the system |