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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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  1. Immersive Effects (IFX)
  2. Specialized IFX
  3. Animated IFX

Animation overrides

The animation override system uses four different animation states for your IFX. These animation states are idle, walk, run, and roar. An IFX will automatically switch between animation states based on its current context. The state names are derived from the activities of animals, but have equivalent uses for inanimate objects, such as vehicles. The following table describes the different states:

State
Description

Idle

This is the default state for the IFX.

Walk

An IFX enters this state if you move it in a Session. This includes animated movement in the Content Editor. This state could be a walk cycle animation for animals and people, flapping wings to represent flight for a bird, or rotating wheels for a vehicle. If the rate of movement exceeds a threshold amount, the IFX transitions to a run state. When the movement stops, the IFX returns to the idle state.

Run

An IFX enters this state if you move it faster than a threshold speed. If the rate of movement drops below the threshold speed, the IFX transitions to the walk state.

Roar

IFX in the idle state periodically transition to the roar state. The time between transitions to the roar state includes random variation, which you can configure. You can also configure how long an IFX remains in the roar state. After the roar animation time interval expires, IFX transition back to the idle state. The roar state is the only state for which you can select multiple animations. If you use multiple roar animations, the ENGAGE app chooses which to trigger randomly. Use the roar state for an intermittent animation that adds more interest to an IFX. Through use of the the Content Creator, you can also choose to trigger the roar state in response to user action or at a specific point in the timeline.

You can add additional animation states to your IFX. An IFX will not transition to any additional states automatically, but you can select them as overrides in the Content Creator.

When you create an animation override IFX, you can choose between the use of legacy animations or Animator animations. For more information, see the following sections.

PreviousAnimated IFXNextLegacy animations

Last updated 3 years ago