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Create a Reset switch

Interacting with a Reset switch hides every visible object in the target VRCObjectPool components.

Setup​

  1. Prepare a ReturnObjectExt by following the same process described in Create a Return trigger
  2. In Pools, register every VRCObjectPool that manages objects you want to hide at once, or a GameObject containing multiple child VRCObjectPool components
  3. Add a GameObject for the Reset switch to the Hierarchy
  4. Add a Collider for Interact detection
  5. Add the ResetSwitch component
  6. Assign the ReturnObjectExt created in step 1 to All Reseter

Inspector showing All Reseter configured on ResetSwitch

ReturnObjectExt dedicated to Reset

A ReturnObjectExt used only by a Reset switch does not need a Collider for a Return trigger.

When a complex item contains a helper component, returning it in a batch with ResetSwitch runs the same reset logic as a normal Return trigger.

Test the switch​

  1. Spawn multiple objects
  2. Interact with the Reset switch
  3. Confirm that all target objects become hidden

If any object remains visible, check Pools or Reference on the ReturnObjectExt assigned to All Reseter.

See ResetSwitch settings for details about each field.

The basic setup is now complete. To use Extension-specific features, continue to Configure multiple spawn points or Configure a complex Pickup.