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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
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  • 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
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      • 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
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        • Physics
        • Player
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        • Unity
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      • Flow
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        • Component
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            • Set Parameters
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          • Vector 3
            • Vector3 Math
    • Sample graphs
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  1. Immersive Effects (IFX)
  2. Specialized IFX
  3. Animated IFX
  4. Animation overrides

Configuring additional Effect Life Run Control properties

The following table describes additional properties of the Effect Life Run Control component that you can configure.

Property
Description

Animation speed

Playback speed multiplier. A value of 0.5 is half speed, a value of 2 is double speed, etc. Default: 1

Animations Roar

If you want to use multiple animations for the roar state, add them to this list. If you add items to the list, the Animation Roar property is ignored. Default: empty list

Growl Seconds

The length of time that the IFX remains in the roar state, in seconds. Default: 2.5

Growls Seconds

If you use multiple animations for the roar state, you can enter a duration for each animation in this list. Default: empty list

Roar Odds

Adjusts the likelihood that an IFX will transition to the roar state. A higher value produces a higher chance of transitioning to the roar state.

Range: 1 to 10 Default: 4

Cross Fade Time

The transition between states uses a cross fade, where one state fades out while the replacement state fades in. This parameter sets the length of time that the cross fade will take, in seconds. Default: 0.3

Walk Audio Run Audio Roar Audio Idle Audio

Not used Default: null

Audio Volume

Not used Default: null

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Last updated 3 years ago