🧰
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
  • Setting up an Animator animation override
  • Defining the animation states
  • Assigning animations
  1. Immersive Effects (IFX)
  2. Specialized IFX
  3. Animated IFX
  4. Animation overrides

Animator animations

PreviousLegacy animationsNextConfiguring additional Effect Life Run Control properties

Last updated 3 years ago

Use the Animator animation override system if you want to use the Animator Unity component.

Setting up an Animator animation override

The legacy animation override hierarchy must meet the following criteria:

  • Set the IFX root object to have a scale of 1 in all dimensions and zero rotation.

  • Place the object that has the Animator component at least one level below the IFX root object.

  • Add the EffectLifeRunControl.cs script to the object that has the Animator component.

  • Ensure that the Controller property of the Animator component is set to the correct animation controller.

  • If you animate a humanoid character with an Avatar definition, ensure that the Avatar property of the Animator component is set correctly.

Defining the animation states

Add all of the states that you want to use to the animation controller. Link one of the states to the Entry node. For example, the idle state. You don't need too create links between any of the other states.

Assigning animations

  1. Select the object that has the Animator component.

  2. On the Effect Life Run Control component, enter names for the Animation Walk, Animation Run, Animation Idle, and Animation Roar properties that match the name of the animations in the animation controller.

If you don't have an animation for one or more of the states, leave the property empty in the Effect Life Run Control component.

Animator-based animation override hierarchy
Animation controller
Example configuration for an Animator-based animation override