ReturnObject settings
| Field | Type | Description |
|---|---|---|
| Pools | GameObject[] | GameObjects containing VRCObjectPool, or parent GameObjects containing them, that manage the objects to hide |
| Reference | ReturnObject | A reference used to share the Pools configured on another ReturnObject |
| Layer | int | Layer number accepted by the Return trigger Default: 13 (Pickup) |
| Audio Source | AudioSource | Audio source used after a successful Return No sound is played when omitted |
| Audio Clip | AudioClip | Clip played after a successful Return When omitted, the clip assigned to Audio Source is used; no sound is played when neither is assigned |
Pools
ReturnObject searches the registered GameObject and its child hierarchy for VRCObjectPool components. Placing multiple VRCObjectPool GameObjects under an empty parent lets you register them at once and makes later maintenance easier.
Reference
Assigning another ReturnObject to Reference also searches the Pools configured on that ReturnObject. If the same GameObject is registered in both the current and referenced Pools, that GameObject is not searched twice.
If Pools is empty, Reference must be configured.
Layer
Return processing runs only when the layer number of the GameObject containing the Collider that entered the trigger matches this value. In the standard version of Object Spawn System, that GameObject must be registered in VRCObjectPool.