|Name of gadget||Wireless Transmitter|
|Section||Sensors & Input|
|Number of Tweak pages||1|
|Last updated||28 February 2020 [v2.05]|
This gadget is used with the Wireless Receiver gadget to send and receive signals without the need for wires. It is invaluable for keeping your logic tidier when you want to send one signal to many receivers or when a signal needs to be transmitted over longer distances.
Wireless Receivers have a “Zone” of effect within which they can detect the Transmitter (the Zone can be the whole scene if no limits are desired). If the Transmitter is not in the Receiver’s Zone, no signal will be received. See the Wireless Receiver’s page for more information.
If you have multiple Transmitters, the Receiver’s output will depend on the nature of the input wire. If it is a simple, single-wire input such as a numeric value, the output will be the highest of all the corresponding Transmitters’ inputs. For fat wires, things get complicated – see QW’s note below.
This is one of several gadgets where the name of gadget is important – give it a useful name because you will need this for the wireless receiver, so it knows what signal it is looking for.
One important thing to note about this gadget is that there is a one frame delay (1/30th of a second) between the signal being transmitted and the signal being received. This delay does not exist for a simple wire. So if you’re making logic that is time-critical, such as the player controls for a frenetic action game, a wired connection is always preferable.
Example Tutorial (from Media Molecule)
Same as in wireless receiver
- Let’s make an earthquake.
- Grab a wireless transmitter, wireless receiver, timer and a camera shaker and put them in your scene.
- Tweak the wireless transmitter and give it a name (call it “quake”)
- Tweak the wireless receiver and enter “quake” where it says transmitter name. Now these two can communicate with each other.
- Set the zone shape of the wireless receiver to scene. This means that it will pick up the transmission from anywhere.
- Connect the timer output to “Signal to Receiver” on the wireless transmitter.
- Connect signal from transmitter on the wireless receiver to the power port on the camera shaker.
- Hit start time.
- As the counter counts up to its target time (the default is 5 seconds, unless you changed it) the signal it sends is increasing numerically which means the power to the camera shaker increases.
Image: Beta. Confirmed near identical to v2.05 (colour change only)
- Signal From Receiver
Transmitters have a two-way connection with Receivers, so a signal can be sent both ways. There is a slight difference in behaviour depending on direction: the transmitter does not have any zone specifications, so the incoming signal is not affected by the receiver’s Falloff Zone. If the transmitter is inside the Zone or Falloff Zone of the receiver, the full signal is output here.
- Signal To Receiver
This is where you connect a wire carrying the signal to be transmitted. This can be any type of signal, including fat wires (combined signals). If the Receiver’s zone includes the Transmitter’s location, the signal will be received there. If the Transmitter is located in the Receiver’s Falloff Zone, the Receiver will get a reduced signal, depending on how far the Transmitter is into the Falloff Zone.
This is where you turn the gadget on/off. A fractional (positive) power input will result in the Signal from Receiver output being reduced by the same fraction but have no effect on the signal sent to the Receiver itself.
This gadget is not only good for tidying wires. The receiver has built in trigger zone capacities so it can be useful to place a transmitter inside a player that sends the control signals to the outside world so you do not have to have multiple remote controllable sensor gadgets in every object in your world.
If you have several Transmitters and one Receiver, how do you know what signal will be output by that Receiver? As mentioned above, if the signal is a simple, single-wire input like a numeric value, the Receiver will report the highest value among all the Transmitters. Technically, it only takes the magnitude of the signal into account, not its sign, so that while a signal of +3 will take precedence over ones of +2 or -2, a signal of -3 will take precedence over ones of +2 or -2.
Things get more complicated with fat wires, because the direction of transmission (Transmitter to Receiver or vice versa) appears to play a part. A fat wire is a bundle of values that have been joined together (whether by their originating gadget or by a Combiner gadget). Fat wires are visually distinctive, resembling multicoloured twisted wire.
If a Wireless Receiver is receiving a fat wire signal from several Wireless Transmitters, the outputs will be the average (mean) values. If you are careless enough to have Transmitters sending signals with different numbers of wires, any ‘missing’ wires that are within detection range will be treated as zeroes for the purpose of the average. Transmitters not in the detection Zone will not count towards the average.
However if you have a Transmitter receiving signals from multiple Wireless Receivers, fat wires behave differently. In this direction, each component of the signals is compared and the value with the highest magnitude is taken for each component.
v1.02 Confirmed menu same as in Beta. Added Lex Tip and link.
v2.05 Colour change to match other Sensors & Input gadgets. Text updated with more detail.