All right.
In this video, I want to show you something very cool in robotics.
This is a very interesting instance and it's called Highlight.
And it basically allows us to add a border like a outline around our part that's highlighted.
And you can actually see this border through other parts.
Like if I were to look at this part through the base plate, you can't see it.
But if I were to add a highlight around it, then I would be able to see it through this base plate.
So let's show that real quick.
I'll add a highlight into my object.
Looking for a highlight.
There it is.
And now, as you can see, this white border appears around my object.
And of course, it shifts as I look around my object.
So you can see how this border dynamically changes to follow the edges of my object, which is pretty
cool.
So I can go back up and see how this border is just changing, right?
Like, here's this line here and then I get out of view of it and then it switches to the other edge
of the part.
Very, very cool.
There are several properties we can mess with in here.
So right now this fill color is set to red, but I can set it to white.
And then I can change the transparency of this filled in color to be fully transparent.
So we only see the color of our part, but we get to see the outline around it.
And if I were to go through my base plate here, you're actually able to see this outline right through
the map.
And you can see this as far away as you want.
I can also change the transparency of this outline right here.
I can make it fully transparent and instead only have the fill.
So that way, when I look through the map, you only see this fill on my object.
Which is pretty cool.
Or I can make it mostly transparent.
But if I still look through the four of my map.
You can see this ghostly outline of my object.
And of course, we have the ability to change the color of our outline as well.
So maybe I want my color to be like a green outline.
Let me make it completely opaque.
And now we have this cool green outline around our part that, of course, we can see through other
objects.
Now, if you don't want to see this outline through other objects or you don't want to see the fill
through other objects, you can change the depth mode to be occluded.
So that means if I were to put a part in here, just put a part on top.
I will no longer be able to see the part through this part here.
I can no longer see the outline, but I can see that the outline is still there and it independently
updates every time I rotate.
So you can see how it follows my camera and it applies this outline around the edge of this part and
it continues to update it as I look around the part.
It's very, very cool.
Now, you might notice this other property in my highlight, and it's called Adorning.
And basically this allows me to select a part that I want the highlight to be applied to.
So if I apply it to this part, you can see that even though this highlight is a child of this part,
I have changed the adorn e to be this part.
And this basically allows you to store these highlights wherever you like and be able to independently
select which parts have the highlight like this one instead.
Or if I don't define an adoring E and I just leave it blank, then it'll just default to highlighting
whatever it's parented to.
So that's basically the whole idea with highlights.
There are several instances where you could use them in your game.
For example, let's say you have a zombie game, a zombie wave game, wink, wink.
That's called foreshadowing.
And let's say they have to kill one more zombie, but nobody in the game knows exactly where that zombie
is at.
They can't find it on the map.
So you can apply a highlight on the parts of the zombie once they reach a certain time threshold.
So that way everyone in the game knows exactly where the zombie is at.
So that's kind of it for highlights in this video.