DisplacementTo¶
Purpose¶
Measure target-minus-self displacement in world XY and check independently enabled X/Y thresholds. All enabled comparisons must pass.
Key inputs / outputs¶
object: required target game object.compareX,compareY: enable each axis comparison.absoluteX,absoluteY: use the absolute axis value for comparison only.xMode,yMode: numeric comparison operators.xExpect,yExpect: constant or variable thresholds, read only for enabled comparisons.storeResult,result: optionally store one raw signedVector2. The output is never normalized or made absolute.
The node uses the shared determine inspector. For a ground melee check, enable both comparisons, use absolute X/Y, and compare X against the melee range and Y against the height tolerance. For a target-above jump check, use absolute X but signed Y with yMode = greater.
Success / Failure semantics¶
- A missing target binding follows the tree's node exception rule.
- A bound null or destroyed target returns failure without writing the output.
- With a valid target, success means every enabled axis comparison passed. No enabled comparisons means success.
- When storage is enabled and an output is bound, a valid target's displacement is stored even when a comparison fails.
- Each execution reads current positions and enabled thresholds before writing the output.
- Zero displacement is valid; it is compared normally.
Important limitations¶
- Positions are Transform world positions. Z is ignored; this is not collider-gap distance.
- Only AND aggregation is supported. There are no per-axis outputs or magnitude comparisons.
- This unreleased node's earlier draft used nested
x/y/magnitudesettings and aggregation modes. Draft assets must explicitly reauthor their settings through the Editor before use. They are not migrated automatically.