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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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On this page
  • Setting up a legacy animation override
  • Assigning animations
  1. Immersive Effects (IFX)
  2. Specialized IFX
  3. Animated IFX
  4. Animation overrides

Legacy animations

PreviousAnimation overridesNextAnimator animations

Last updated 3 years ago

Use the legacy animation override system if you want to use the Animation Unity component. However, we recommend that you use the newer system that's based on the Animator Unity component. For more information, see Animator animations.

Setting up a legacy 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.

  • Name the root animation game object AnimationComponent.

  • Place the AnimationComponent object at least one level below the IFX root object.

  • Add the EffectLifeRunControl.cs script to the AnimationComponent object.

  • Add an Animation component to the AnimationComponent object.

Assigning animations

  1. Select the AnimationComponent object.

  2. Drag your idle animation from the Project panel to the Animation property of the Animation component in the Inspector panel.

  3. On the Animation component, expand the Animations property.

  4. In the Size property, enter the number of additional animations that you want to use.

  5. Drag each of the additional animations from the Inspector panel to an Element property of the Animations component.

  6. 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 that you added to the Animation component.

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.

Legacy animation override hierarchy
Example configuration for a legacy animation override