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Position

AnythingWorld.RequestParameter.Position

Declarations

public static RequestParameterOption Position(Vector3 positionVector)
public static RequestParameterOption Position(int x, int y, int z)

Parameters

positionVector

Position vector apply to object transform.

x, y, z

x, y and z position to apply to object transform.

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Description

Multiply the default or defined scale value by this value.

Fly

AnythingWorld.Animation.FlyingAnimationController.Fly

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Declaration

public void Fly()

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Description

Transition the object to the flying animation.

FlyingAnimationController

AnythingWorld.Animation.FlyingAnimationController

Public Methods

Transition the object to the flying animation.

Transition the object to the idle animation.

Fly
Idle

Idle

AnythingWorld.Animation.FlyingAnimationController.Idle

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Declaration

public void Idle()

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Description

Transition the object to the idle animation.

Poll

AnythingWorld.AnythingAnimate.Poll

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Declaration

public static void Poll(Action<ModelJson> onProcessFinished, Action<string, string> onProcessFail, Action<string, string, int> onProcessPoll, string id)

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Parameters

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Description

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.

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Example

public static void Poll(Action<ModelJson> onProcessFinished, Action<string, string> onProcessFail, Action<string, string, int> onProcessPoll, string id, int timeout)

onProcessFinished

Function asking the user what to do once the model has finished processing. ModelJson parameter contains the necessary details to create the model using .

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.

public class MyTestScript : MonoBehaviour 
{
    string myModelID = "416e797468696e67476f6573";

    public void PollMyModel()
    {
        AnythingAnimate.Poll(
            PrintDebugWhenSuccessful,
            PrintDebugWhenFail,
            PrintDebugWhenPoll,
            myModelID);
    }
    
    // This function will be invoked if the model has successfully been animated by Animate Anything
    public void PrintDebugWhenSuccessful(ModelJson details)
    {
        Debug.Log("Model successfully animated!");
    }
    
    // This function will be invoked if an error was encountered in animating the model
    public void PrintDebugWhenFail(string code, string message)
    {
        Debug.Log("Could not animate model!");
    }
    
        // This function will be invoked whenever the model is polled for
    public void PrintDebugWhenPoll(string code, string message, int seconds)
    {
        Debug.Log("Polling for update on my model!");
    }
}
AnythingMaker.Make

AnythingWorld API

Namespace

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Description

Top level namespace of the AnythingWorld package, holds main user facing functionality.

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Classes

Namespaces

AnythingMaker

AnythingWorld.AnythingMaker

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Static Methods

Animate

AnythingWorld.AnythingAnimate.Animate

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Declaration

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Parameters

Make

AnythingWorld.AnythingMaker.Make

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Declaration

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Parameters

AnythingMaker

A class that provides methods for creating game objects from the Anything World database based on search terms and parameters.

AnythingAnimate

A class that provides methods for interfacing with Animate Anything directly in Unity.

RequestParameter

Utility for building and passing parameters to the maker pipeline.

AnythingWorld.Voice

Namespace holding scripts handling speech-to-text, text-to-speech and command parsing functions.

AnythingWorld.Utilities

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Description

A class that provides methods for creating game objects from the Anything World database based on search terms and parameters.

Make

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.

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.

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Description

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.

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Example

public static GameObject Make(string name)
public static GameObject Make(string name, params RequestParam[] parameters
//Creates a cat with some parameters.
public class MakeACreature : MonoBehaviour 
{
    public void MakeACat()
    {
    
        AnythingMaker.Make("cat",
            //Will add animation system if available
            RequestParameter.IsAnimated(true),
            //Sets position to zero
            RequestParameter.Position(Vector3.zero),
            //Adds default behaviours from preset
            RequestParameter.SetDefaultBehaviour(),
            //Set callbacks for successful creation.
            RequestParameter.OnSuccessAction(PrintDebugWhenSuccessful),
            //Set callback for failed creation.
            RequestParameter.OnFailAction(PrintDebugWhenFail),
             //Add another example script
            RequestParameter.AddScripts(typeof(UserScriptExample)));
    }
    // This function will be invoked if model creationg process successful
    public void PrintDebugWhenSuccessful()
    {
        Debug.Log("Finished making model!");
    }
    // This function will be invoked if the model creation process fails
    public void PrintDebugWhenFail()
    {
        Debug.Log("Could not finish making model!");
    }
    
}

Reference to the model that should be rigged through Animate Anything.

modelName

The name of the model when accessed through My World.

modelType

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).

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.

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Description

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.

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Example


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Declaration

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Parameters

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

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).

authorName

The name of the original author of the model.

license

The license attributed to the model.

symmetrical

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Description

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.

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Example

model

AnythingAnimate

AnythingWorld.AnythingAnimate

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Static Methods

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.

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Description

A class that provides methods for interfacing with Animate Anything directly in Unity.

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Example

public static void Animate(GameObject model, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError)
public static void Animate(GameObject model, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError, string additionalAssetsPath = "")
public class MyTestScript : MonoBehaviour 
{
    public GameObject myModel;
    
    string myModelName = "My Model";
    string myModelType = "Human";
    string authorName = "Model Author";
    string myModelLicense = "MIT";
    bool myModelSymmetry = true;
    bool myModelUsedForImprovement = false;

    public void AnimateMyModel()
    {
        AnythingAnimate.Animate(
            myModel,
            myModelName,
            myModelType,
            authorName,
            myModelLicense,
            myModelSymmetry,
            myModelUsedForImprovement,
            PrintDebugWhenSuccessful,
            PrintDebugWhenFail)
    }
    // This function will be invoked if the model has successfully been sent to Animate Anything
    public void PrintDebugWhenSuccessful(string ID)
    {
        Debug.Log("Successfully sent my model to be animated!");
    }
    // This function will be invoked if an error was encountered in sending the file to Animate Anything
    public void PrintDebugWhenFail(string ID, UnityWebRequest error)
    {
        Debug.Log("Could not send my model to be animated!");
    }
}
public static void Animate(string modelPath, string additionalAssetsPath, string modelName, string modelType, string authorName, string license, bool symmetrical, bool allowSystemImprovement, Action<string> onExport, Action<string, UnityWebRequest> onError)
public class MyTestScript : MonoBehaviour 
{
    string myModelPath = "C:\Users\User\Desktop\MyModel.fbx"
    string myExtraAssetsPath = "C:\Users\User\Desktop\MyModelAssets"

    string myModelName = "My Model";
    string myModelType = "Human";
    string authorName = "Model Author";
    string myModelLicense = "MIT";
    bool myModelSymmetry = true;
    bool myModelUsedForImprovement = false;

    public void AnimateMyModel()
    {
        AnythingAnimate.Animate(
            myModelPath, 
            myExtraAssetsPath,
            myModelName,
            myModelType,
            authorName,
            myModelLicense,
            myModelSymmetry,
            myModelUsedForImprovement,
            PrintDebugWhenSuccessful,
            PrintDebugWhenFail)
    }
    // This function will be invoked if the model has successfully been sent to Animate Anything
    public void PrintDebugWhenSuccessful(string ID)
    {
        Debug.Log("Successfully sent my model to be animated!");
    }
    // This function will be invoked if an error was encountered in sending the file to Animate Anything
    public void PrintDebugWhenFail(string ID, UnityWebRequest error)
    {
        Debug.Log("Could not send my model to be animated!");
    }
}

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.

FAQ arrow-up-right
FAQ
Animate
Poll

IsAnimated

AnythingWorld.RequestParameter.IsAnimated

Declarations

public static RequestParameterOption IsAnimated(bool value)

Parameters

value

Set if model animation should be requested.

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Description

Request model with animation system if available.

Parent

AnythingWorld.RequestParameter.Parent

Declarations

public static RequestParameterOption Parent(Transform parentTransform)

Parameters

parentTransform

Transform that model will be parented to.

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Description

Set parent GameObject for created model.

AddCollider

AnythingWorld.RequestParameter.AddCollider

Declarations

public static AddCollider AddCollider()
public static AddCollider AddCollider(bool value)

Parameters

value

Add collider to object

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Description

Add collider around object that encloses object mesh(es).

AddRigidbody

AnythingWorld.RequestParameter.AddRigidbody

Declarations

public static AddRigidbody AddRigidbody()
public static AddRigidbody AddRigidbody(bool value)

Parameters

value

Add Rigidbody to object.

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Description

Add Rigidbody to object.

AddScripts

AnythingWorld.RequestParameter.AddScripts

Declarations

public static RequestParameterOption AddScripts(params Type[] scriptTypes)
public static RequestParameterOption AddScripts(params MonoBehaviour[] monobehaviours)

Parameters

scriptTypes

Types of scripts to be added to object. (must be derived from MonoBehaviour)

monobehaviours

MonoBehaviour scripts to be added to object.

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Description

Specify scripts to add to object after creation process completed.

public class MyTestScript : MonoBehaviour 
{
    string myModelPath = "C:\Users\User\Desktop\MyModel.fbx"
    string myExtraAssetsPath = "C:\Users\User\Desktop\MyModelAssets"

    string myModelName = "My Model";
    string myModelType = "Human";
    string authorName = "Model Author";
    string myModelLicense = "MIT";
    bool myModelSymmetry = true;
    bool myModelUsedForImprovement = false;

    private void Start() 
    {
        AnimateMyModel();
    }

    public void AnimateMyModel()
    {
        AnythingAnimate.Animate(
            myModelPath, 
            myExtraAssetsPath,
            myModelName,
            myModelType,
            authorName,
            myModelLicense,
            myModelSymmetry,
            myModelUsedForImprovement,
            PollMyModel,
            PrintDebugWhenAnimateFail)
    }
    
    // This function will be invoked if the model has successfully been sent to Animate Anything
    public void PollMyModel(string ID)
    {
        AnythingAnimate.Poll(
            PrintDebugWhenPollSuccessful,
            PrintDebugWhenPollFail,
            PrintDebugWhenPoll,
            ID);
    }
    
    // This function will be invoked if the model has successfully been animated by Animate Anything
    public void PrintDebugWhenPollSuccessful(ModelJson details)
    {
        Debug.Log("Model successfully animated!");
        AnythingMaker.Make(details);
    }
    
    // This function will be invoked if an error was encountered in animating the model
    public void PrintDebugWhenPollFail(string code, string message)
    {
        Debug.LogError("Could not animate model!");
    }
    
    // This function will be invoked whenever the model is polled for
    public void PrintDebugWhenPoll(string code, string message, int seconds)
    {
        Debug.Log("Polling for update on my model!");
    }
    
    // This function will be invoked if an error was encountered in sending the file to Animate Anything
    public void PrintDebugWhenAnimateFail(string ID, UnityWebRequest error)
    {
        Debug.LogError("Could not send model to be animated!");
    }
}

ClampDatabaseScale

AnythingWorld.RequestParameter.ClampDatabaseScale

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Declarations

public static RequestParameterOption ClampDatabaseScale(Vector3 upperBound)
public static RequestParameterOption ClampDatabaseScale(Vector3 lowerBound, Vector3 upperBound)

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Parameters

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Description

Clamp database scale between given values.

OnSuccessAction

AnythingWorld.RequestParameter.OnSuccessAction

Declaration

public static RequestParameterOption OnSuccessAction(Action action)

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Parameters

action

Action with void return type that will be invoked on successful request.

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Declaration

Parameters

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Description

Pass action into make process that will be invoked on a successful model creation.

RequestParameter

AnythingWorld.RequestParameter

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Static Methods

Add collider around object that encloses object mesh(es).

Add Rigidbody to object.

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Description

Utility for building and passing parameters to the maker pipeline.

PlaceOnGrid

AnythingWorld.RequestParameter.PlaceOnGrid

Declarations

Parameters

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Rotation

AnythingWorld.RequestParameter.Rotation

Declarations

Parameters

OnFailAction

AnythingWorld.RequestParameter.OnFailAction

Declaration

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Parameters

ScaleType

AnythingWorld.RequestParameter.ScaleType

Declarations

Parameters

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LegacyAnimatorInEditorOption

AnythingWorld.RequestParameter.LegacyAnimatorInEditorOption

Declarations

Parameters

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PlaceOnGround

AnythingWorld.RequestParameter.PlaceOnGround

Declarations

Parameters

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lowerBound

The lower bound of object scale.

upperBound

The upper bound of object scale.

Specify scripts to add to object after creation process has completed.

ClampDatabaseScale

Clamp database scale between given values.

LegacyAnimatorInEditor

Make the object use the legacy animation system.

PlaceOnGrid

Place object on grid.

PlaceOnGround

Set origin of object to the centre bottom of mesh bounds.

Parent

Set parent GameObject for created model.

SerializeAsset

Serialize model assets to database on loading completion.

SetDefaultBehaviourPreset

Add default behaviour from default or given preset.

TransformSpace

Define whether transformations (position, rotation) should be applied using world space or local space.

AddCollider
AddRigidbody
AddScripts
public static RequestParameterOption OnSuccessAction(Action<CallbackInfo> action)

action

Action with CallbackInfo return type that will be invoked on successful object request.

Description

Place object on grid.

 public static RequestParameterOption PlaceOnGrid(bool value)

value

Place object on grid.

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Description

Set rotation of object transform.

public static RequestParameterOption Rotation(Quaternion quaternionRotation)
public static RequestParameterOption Rotation(Vector3 eulerRotation)

quaternionRotation

Quaternion rotation to be applied to transform.

eulerRotation

Euler rotation to be applied to transform.

x, y, z

Euler rotations in the X, Y and Z axis that will be applied to transform.

Description

Multiply the default or defined scale value by this value.

public static RequestParameterOption ScaleType(Utilities.ScaleType scaleType)

scaleType

Type of scaling applied to this this model (See Utilities.ScaleType)

Description

Make the object use the legacy animation system.

public static LegacyAnimatorInEditorOption LegacyAnimatorInEditorOption(bool value)

value

Tells AnythingWorld to use the legacy animation system for the created model.

Description

Set origin of object to the centre bottom of mesh bounds.

public static RequestParameterOption PlaceOnGround(bool value)

value

Place object on ground

ScaleMultiplier

AnythingWorld.RequestParameter.ScaleMultiplier

Declarations

public static RequestParameterOption ScaleMultiplier(float scaleVector)

Parameters

scaleVector

Vector scale

x, y, z

Scale in the X, Y and Z axis that will be applied to transform.

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Description

Multiply the default or defined scale value by this value.

Scale

AnythingWorld.RequestParameter.Scale

Declarations

public static RequestParameterOption Scale(Vector3 scaleVector)
public static RequestParameterOption Scale(int x, int y, int z)

Parameters

scaleVector

Vector scale applied to transform.

x, y, z

Scale in the X, Y and Z axis that will be applied to transform.

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Description

Set scale of object transform.

SerializeAsset

AnythingWorld.RequestParameter.SerializeAsset

Declarations

public static RequestParameterOption SerializeAsset()
public static RequestParameterOption SerializeAsset(bool value)

Parameters

value

Serialize this asset.

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Description

Serialize model assets to database on loading completion.

TransformSpace

AnythingWorld.RequestParameter.TransformSpace

Declarations

public static RequestParameterOption TransformSpace(Utilities.TransformSpace space)

Parameters

space

Enum defining the transform space to be used while applying transform properties to this model.

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Description

Define whether transformations (position, rotation) should be applied using world space or local space.

SetDefaultBehaviourPreset

AnythingWorld.RequestParameters.SetDefaultBehaviourPreset

Declarations

public static RequestParameterOption SetDefaultBehaviourPreset()
public static RequestParameterOption SetDefaultBehaviourPreset(DefaultBehaviourPreset behaviourPreset)

Parameters

behaviourPreset

Scriptable object defining default behaviours for model categories.

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Description

Choose whether to apply behaviours from a default or given preset.

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Declaration

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Parameters

action

Action that will be invoked on failed request and passed a CallbackInfo as an action.

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Description

Pass an action into make process that will be invoked on a failed model creation or request.

public static RequestParameterOption OnFailAction(Action action)

action

Action that will be invoked on failed request.

public static RequestParameterOption Rotation(int x, int y, int z)
public static RequestParameterOption OnFailAction(Action<CallbackInfo> action)

RequestCommand

AnythingWorld.Voice.CommandRequester.MakeCommand

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Declaration

 public static void RequestCommand(string input, Action<string> ReturnedCommandAction = null)

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Parameters

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Description

Requests a command from a plain text input string and handles resulting command through CommandHandler utility.

Voice

AnythingWorld.Voice

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Description

Namespace holding scripts handling speech-to-text, text-to-speech and command parsing functions.

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Classes

UtilityEnum

AnythingWorld.Utilities.UtilityEnum

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Properties

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

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Description

Declares utility enums that are used throughout the project for creation processes.

Utilities

AnythingWorld.Utilities

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Description

Namespace holding utility functions that are used throughout the different modules of the AnythingWorld package.

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Classes

CommandRequester

Anythingworld.Voice.CommandRequester

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Methods

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.

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Description

A class that handles sending plain text commands to our parsing API and then returning the parsed commands to users and handling the command.

Idle

AnythingWorld.Animation.RunWalkIdleController.Idle

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Declaration

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Description

RequestAndReturnCommand

AnythingWorld.Voice.CommandRequester.RequestAndReturnCommand

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Declaration

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Parameters

MovementJumpLegacyController

AnythingWorld.Animation.MovementJumpLegacyController

Public Methods

Animation

AnythingWorld.Animation

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Description

Namespace holding scripts handling animation import and controllers.

Classes

ScaleType

AnythingWorld.Utilities.UtilityEnum.ScaleType

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BlendAnimationOnSpeed

AnythingWorld.Animation.RunWalkIdleController.BlendAnimationOnSpeed

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Declaration

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Parameters

LegacyAnimationController

AnythingWorld.Animation.LegacyAnimationController

Public Methods

JumpStart

AnythingWorld.Animation.RunWalkIdleController.JumpStart

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Declaration

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Description

JumpFall

AnythingWorld.Animation.RunWalkIdleController.JumpFall

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Declaration

Parameters

Land

AnythingWorld.Animation.RunWalkIdleController.Land

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Declaration

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Description

Walk

AnythingWorld.Animation.RunWalkIdleController.Walk

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Declaration

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Description

CrossFadeAnimation

AnythingWorld.Animation.LegacyAnimationController.CrossFadeAnimation

Declaration

Parameters

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PlayAnimation

AnythingWorld.Animation.LegacyAnimationController.PlayAnimation

Declaration

Parameters

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Run

AnythingWorld.Animation.RunWalkIdleController.Run

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Declaration

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Description

StopAnimations

AnythingWorld.Animation.LegacyAnimationController.StopAnimations

Declaration

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Description

Stop all animations.

Wait

AnythingWorld.Animation.LegacyAnimationController.Wait

Declaration

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Parameters

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.

CommandRequester

This class handles sending plain text commands to our parsing API and then returning the parsed commands to users and handling the command.

UtilityEnum

Declares utility enums that are used throughout the project for creation processes.

Description

Enum defining the different types of scaling modes when creating AnythingWorld objects.

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.

CrossFadeAnimation

Crossfade between the current animation and another animation

PlayAnimation

Play a new animation

StopAnimations

Stop all animations

Wait

Controller waits a set length of seconds and then does a function call

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.

ScaleType
RequestCommand
RequestAndReturnCommand

FlyingAnimationController

Default legacy controller for flying objects, such as birds

MovementJumpLegacyController

Default legacy controller for rigged objects, such as animals and humans

Transition the object to the idle animation.
public void Idle()

input

Plain text command to be parsed by API.

OnSuccess

Action that will be invoked on successfully parsed and returned command, must take a string input

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Description

Requests a command from a plain text input string and returns the resulting command as a JSON-formatted string.

private static IEnumerator RequestAndReturnCommand(string input, Action<string> ReturnAction)

speed

The speed of the object

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Description

Blend between the different movement speeds of the object (Idle, Walk, and Run)

public void BlendAnimationOnSpeed(float speed)
Transition the object to the start of the jump animation.
public void JumpStart()
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Description

Transition the object to the falling animation.

public void JumpFall(bool fall)

fall

Is the object falling?

Transition the object to the end of the jump animation.
public void Land()
Transition the object to the walk animation.
public void Walk()
Description

Crossfade between the current animation and another animation.

public void CrossFadeAnimation(string animationName)

animationName

Name of animation to crossfade to

Description

Play a new animation.

public void PlayAnimation(string animationName)

animationName

Name of animation to play

Transition the object to the run animation.
public void Run()
public void StopAnimations()

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Description

Controller waits a set length of seconds and then does a function call.

public IEnumerator Wait(float seconds, Action callback)

seconds

Length of time to wait for callback

callback

The function to callback

Transition the object to the end of the jump animation.

Transition the object to the run animation.

Transition the object to the walk animation.

BlendAnimationOnSpeed

Blend between the different movement speeds of the object (Idle, Walk, and Run)

Idle

Transition the object to the idle animation.

JumpStart

Transition the object to the start of the jump animation.

JumpFall

Transition the object to the falling animation.

Land
Run
Walk