Return when the snap point is valid depending on if the object it is attached to is flipped, as defined by SnapPointFlipValidity
Get the position of the snap point in world space
Return the index of the snap point in the list of snap points for the object (as defined in the editor)
Get the position of the snap point relative to its parent object
Return the object to which the snap point is connected. Will return undefined if the snap point is not attached to a GameObject, but directly to the table.
Return the snapping range of the snap point
Return the shape of the snap point, as defined by SnapPointShape
Return the relative rotation around the Z axis to which the snap point snaps (if rotation snapping is active)
Return objects snapped to this snap point are rotated, as defined by SnapPointRotationType
Return the object that is snapped to this point. Returns undefined if no object is found. Objects are not bound to snap points when they are snapped, only their position is adjusted. Therefore, this method is not guaranteed to work correctly. It uses a line trace upwards from the snap point, and if that doesn't find anything a sphere overlap centered at the snap point. The closest object found in either of the traces is returned.
Radius to use for the sphere overlap. If not specified, a quarter of the snap point range is used.
Get tags of this snap point. Only objects that share at least one tag will be snapped. If empty, all objects will be snapped.
Return whether the object is valid. A snap point becomes invalid after the object it belongs to has been destroyed
Return whether the snap point changes rotation of the snapped object. Use getSnapRotationType to get the exact type of rotation change
A snap point connected to an object