Other than the elements described so far, all tables added to the root table are interpreted as Unity MonoBehaviour components. If you added a table called '''BoxCollider''', the children records would be interpreted as variables of the BoxCollider component and if the component does not exist, it will be instantiated for the Furniture. All MonoBehaviour variables in a Component will use the '''ComponentName''' record set in the other tags, or alternatively you can add a Transforms list to define empty transforms with a Name, Position and Rotation. Using '''self''' as a value for a MonoBehaviour variable will find the corresponding component in the root furniture object itself. This allows for anything to be added to a furniture, even MonoBehaviors from custom mods. | Other than the elements described so far, all tables added to the root table are interpreted as Unity MonoBehaviour components. If you added a table called '''BoxCollider''', the children records would be interpreted as variables of the BoxCollider component and if the component does not exist, it will be instantiated for the Furniture. All MonoBehaviour variables in a Component will use the '''ComponentName''' record set in the other tags, or alternatively you can add a Transforms list to define empty transforms with a Name, Position and Rotation. Using '''self''' as a value for a MonoBehaviour variable will find the corresponding component in the root furniture object itself. This allows for anything to be added to a furniture, even MonoBehaviors from custom mods. |