🧰
Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Installing the AFX system
  • Updating the AFX system from an alpha version
  1. AFX

Getting started

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Last updated 7 months ago

The Advanced Effects (AFX) system is a visual programming language that's part of the ENGAGE SDK. You can use the AFX system to add advanced functionality to immersive effects (IFX) and locations.

The AFX system is an experimental feature. Please use it with caution. If you encounter any issues, please report them at .

To use the AFX system, you arrange blocks (nodes) on a 2D canvas, and then define connections between the nodes to create a graph.

Installing the AFX system

You must add the AFX system files to your SDK project folder in the following location:

/Assets/AFX

If you have been provided with a .unitypackage file, open your SDK project in Unity, and then, from the menu, select Assets > Import Package > Custom Package.

Updating the AFX system from an alpha version

All versions of the AFX system released before v3.9.0 were alpha versions. If you have an alpha version of the AFX system installed in your project, you can continue to use it. However, some of the documentation on this site will not apply to your version.

If you want to update the AFX system from an alpha version, choose one of the following options:

Do not install different versions of the AFX system in the same project.

Before you make any changes to a project, we recommend that you create a backup, create a new branch in your local repository, or perform a similar step as appropriate for your version control processes.

  • Create a new Unity project, and then complete the steps in Installing the AFX system to install the latest version of the AFX system. The AFX package includes the ENGAGE SDK.

  • Remove any of your own assets from the /Assets/AFX folder, and then delete the folder. You can then complete the steps in Installing the AFX system to install the latest version of the AFX system. If a graph no longer works as expected, you may need to recreate the graph or replace nodes that were updated.

https://support.engagevr.io/
Example AFX graph