🧰
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
Powered by GitBook
On this page
  1. Locations
  2. Network states
  3. Example network state configurations
  4. Network state change animation

Using Animator.SetTrigger(string)

PreviousDefining Animator transitionsNextNetwork state sync animation

Last updated 7 months ago

You can use the Animator.SetTrigger method to activate a trigger, which can then cause a transition to occur. The transition will take place as you have defined it and may not be instantaneous. However, this enables you to create more realistic transitions between animations. For more information, see Defining Animator transitions.

This example is like the Network state animation start/stopexample, in that is uses a combination of a NetworkStateTrigger_ToggleObjects script to coordinate the network state, and an OnEnableDoEvent script to call the desired methods.

Because triggers are set by an OnEnableDoEvent script, one or both may be set when the scene loads. For example, if the game object is active when the scene loads, the trigger associated with the OnEnable event will be set. If the default state for the NetworkState_ToggleObjects script is 0, the game object will then be disabled, and the trigger associated with the OnDisable event will be set. This can cause an animation to make multiple transitions between states when it first loads. If you want the initial state for the NetworkState_ToggleObjects script to be 0, we recommend that you set the object that has the OnEnableDoEvent script to be inactive in Unity. This will prevent triggers from being set unnecessarily when the scene loads. If you want the initial state for the NetworkState_ToggleObjects script to be 1, set the default animation in the Animator to be the one associated with state 0 (AnimOne in the following diagram). This ensures that the trigger associated with the OnEnable event is cleared correctly.

This example uses two buttons, which specifically set the state to 1 or 0, instead of a single button that toggles between the two states. Both methods are interchangeable and you can pick whichever matches your needs.

The following diagram shows an example of how to arrange the components in Unity, and the required references.