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AnythingWorld.AnythingMaker.Make
name
Name of model to request from database with or without GUID qualified. (eg. fox, cat#0001)
parameters
Optional list of request parameters (see: RequestParameter) to apply to this request, override default parameters.
This method allows users to request an object from the Anything World database and have it instantiated in the scene according to the parameters they pass in. If no parameters are passed in the default parameters will be used.
Users can provide RequestParams, that can be created using the RequestParameter class.
Namespace
Top level namespace of the AnythingWorld package, holds main user facing functionality.
A class that provides methods for creating game objects from the Anything World database based on search terms and parameters.
A class that provides methods for interfacing with Animate Anything directly in Unity.
Utility for building and passing parameters to the maker pipeline.
Namespaces
Namespace holding scripts handling speech-to-text, text-to-speech and command parsing functions.
AnythingWorld.RequestParameter.OnFailAction
AnythingWorld.AnythingAnimate.Animate
model
Reference to the model that should be rigged through Animate Anything.
modelName
The name of the model when accessed through My World.
modelType
authorName
The name of the original author of the model.
license
The license attributed to the model.
symmetrical
Flag for determining if the model is symmetrical or not.
allowSystemImprovement
Flag asking if the user allows Anything World to use the model for internal improvements.
onExport
Function asking the user what to do once the model has been sent to be processed. String parameter outputs the ID of the model.
onError
Function to be executed if an error occurs in sending the model to be processed. String parameter outputs the ID of the model if one has been supplied, UnityWebRequest parameter contains the request details such as error codes and messages.
(additionalAssetsPath)
Path to a folder containing any additional assets separate from the original model. If no additional assets are necessary, this can be left empty.
Allows you to send a model to be rigged and animated through Animate Anything directly through Unity. If the model is sent to be animated without error, an ID will be generated that can be used to poll the current progress of the model's animation process. This function is Editor only.
This function works from a direct reference to a game object. Please note that the model needs to be of a valid file type (.obj, .fbx, .dae, .gltf, or .glb). Any additional assets uploaded similarly need to be of a valid asset file type (a list of these valid file types, as well as additional constraints can be found here). The additional assets path must lead to a folder which contains the assets. Ensure that any paths used are relative paths to the Assets folder.
modelPath
Path to the model that should be rigged through Animate Anything.
additionalAssetsPath
Path to a folder containing any additional assets separate from the original model. If no additional assets are necessary, this can be left empty.
modelName
The name of the model when accessed through My World.
modelType
authorName
The name of the original author of the model.
license
The license attributed to the model.
symmetrical
Flag for determining if the model is symmetrical or not.
allowSystemImprovement
Flag asking if the user allows Anything World to use the model for internal improvements.
onExport
Function asking the user what to do once the model has been sent to be processed. String parameter outputs the ID of the model.
onError
Function to be executed if an error occurs in sending the model to be processed. String parameter outputs the ID of the model if one has been supplied, UnityWebRequest parameter contains the request details such as error codes and messages.
Allows you to send a model to be rigged and animated through Animate Anything directly through Unity. If the model is sent to be animated without error, an ID will be generated that can be used to poll the current progress of the model's animation process.
This function uses a path to reference the model. This path needs to be a direct path to the model, including its extension type. Please note that the model needs to be of a valid file type (.obj, .fbx, .dae, .gltf, or .glb). Any additional assets uploaded similarly need to be of a valid asset file type (a list of these valid file types, as well as additional constraints can be found here). The additional assets path, unlike the model path, must lead to a folder which contains the additional assets. Ensure that the paths used are absolute paths.
AnythingWorld.AnythingAnimate
Allows the user to send a model to be rigged and animated through Animate Anything directly through Unity.
Allows the user to poll for a model's current state in the Animate Anything processing pipeline.
A class that provides methods for interfacing with Animate Anything directly in Unity.
AnythingWorld.AnythingAnimate.Poll
onProcessFinished
onProcessFail
Function asking the user what to do if an error occurs whilst processing. First string parameter contains the error code. Second string parameter contains the error message.
onProcessPoll
Function asking the user what to do whilst processing. First string parameter contains the current output code. Second string parameter contains the message. The int parameter accounts for how many seconds the model has been processing for.
id
The ID of the model to poll.
(timeout)
The amount of time in seconds before the polling times out. Standard timeout is set to 10 minutes.
Allows you to poll for a model's current state in the Animate Anything processing pipeline. This polls continuously until the model either produces a failure or a successful result.
AnythingWorld.RequestParameter
Add collider around object that encloses object mesh(es).
Add Rigidbody to object.
Specify scripts to add to object after creation process has completed.
Clamp database scale between given values.
Make the object use the legacy animation system.
Place object on grid.
Set origin of object to the centre bottom of mesh bounds.
Set parent GameObject for created model.
Serialize model assets to database on loading completion.
Add default behaviour from default or given preset.
Define whether transformations (position, rotation) should be applied using world space or local space.
Utility for building and passing parameters to the maker pipeline.
AnythingWorld.AnythingMaker
This method allows users to request an object from the Anything World database and have it instantiated in the scene according to the parameters they pass in.
A class that provides methods for creating game objects from the Anything World database based on search terms and parameters.
The type of the model, as used when determining what skeleton to rig the model as (see the for more details on what types are currently supported).
The type of the model, as used when determining what skeleton to rig the model as (see the for more details on what types are currently supported).
Function asking the user what to do once the model has finished processing. ModelJson parameter contains the necessary details to create the model using .
parentTransform
Transform that model will be parented to.
value
Place object on grid.
value
Add Rigidbody to object.
action
Action with void return type that will be invoked on successful request.
action
Action with CallbackInfo return type that will be invoked on successful object request.
value
Place object on ground
value
Tells AnythingWorld to use the legacy animation system for the created model.
lowerBound
The lower bound of object scale.
upperBound
The upper bound of object scale.
AnythingWorld.RequestParameter.Rotation
Requests a command from a plain text input string and handles resulting command through CommandHandler utility.
Requests a command from a plain text input string and returns the resulting command as a JSON-formatted string.
input
Plain text command to be parsed by API.
ReturnedCommandAction
Action that will be invoked on successfully parsed and returned command, must take a string input.
behaviourPreset
Scriptable object defining default behaviours for model categories.
AnythingWorld.Voice.CommandRequester.RequestAndReturnCommand
AnythingWorld.Utilities.UtilityEnum.ScaleType
SetRealWorld
The object's size is set to match its real-world size (as provided by database)
ScaleRealWorld
The object's size is scaled in relation to the real world.
Absolute
The object's size is an absolute value, not relative to the real world.
Enum defining the different types of scaling modes when creating AnythingWorld objects.
AnythingWorld.Animation.MovementJumpLegacyController
Public Methods
Blend between the different movement speeds of the object (Idle, Walk, and Run)
Transition the object to the idle animation.
Transition the object to the start of the jump animation.
Transition the object to the falling animation.
Transition the object to the end of the jump animation.
Transition the object to the run animation.
Transition the object to the walk animation.
AnythingWorld.Animation.LegacyAnimationController
Public Methods
Crossfade between the current animation and another animation
Play a new animation
Stop all animations
Controller waits a set length of seconds and then does a function call
AnythingWorld.Utilities.UtilityEnum
Represents the type of scaling to be applied to a game asset.
ModelLoadingPipeline
Represents the type of model loading pipeline used for a game asset.
DefaultBehaviourType
Represents the default behaviour type for a game asset.
TransformSpace
Represents the space in which the transform parameters are applied.
RequestType
Represents the type of request to be made to the API.
SortingDropdownOption
Represents the sorting options for a dropdown menu.
Declares utility enums that are used throughout the project for creation processes.
AnythingWorld.Animation.FlyingAnimationController
Public Methods
Transition the object to the flying animation.
Transition the object to the idle animation.
seconds
Length of time to wait for callback
callback
The function to callback
AnythingWorld.Animation