KinetixCore.Animation

Events

EventParamsDescription

OnRegisteredLocalPlayer

None

Called upon updated informations on account.

OnPlayedAnimationLocalPlayer

AnimationIds

Called upon connected account.

OnPlayedAnimationQueueLocalPlayer

AnimationIds[]

Called upon animation queue is played from local player

OnAnimationStartOnLocalPlayerAnimator

AnimationIds

Called upon animation starts on animator

OnAnimationEndOnLocalPlayerAnimator

AnimationIds

Called upon animation ends on animator


Public Methods

MethodReturnsDescription

RegisterLocalPlayerAnimator(

Animator _Animator

)

void

Register Local Player Animator

RegisterLocalPlayerAnimator(

Animator _Animator,

RootMotionConfig _Config

)

void

Register Local Player Animator with a Root Motion configuration

RegisterLocalPlayerCustom(

DataBoneTransform _Root,

Transform _RootTransform,

IPoseInterpreter _PoseInterpreter

)

void

Advanced registration of Local Player for custom behaviour

RegisterLocalPlayerCustom(

DataBoneTransform _Root,

Transform _RootTransform,

IPoseInterpreter _PoseInterpreter,

RootMotionConfig _Config

)

void

Advanced registration of Local Player for custom behaviour with a Root Motion configuration

RegisterLocalPlayerCustom(

Avatar _Avatar,

Transform _RootTransform,

ExportType _ExportType

)

void

Advanced registration of Local player with an Avatar Component.

RegisterAvatarAnimator(

Animator _Animator

)

string

Register an avatar for non local player [Returns : ID of the avatar]

RegisterAvatarAnimator(

Animator _Animator,

RootMotionConfig _Config

)

string

Register an avatar for non local player with Root Motion configuration [Returns : ID of the avatar]

RegisterAvatarCustom(

DataBoneTransform _Root,

Transform _RootTransform,

IPoseInterpreter _PoseInterpreter

)

string

Advanced registration of non Local Player for custom behaviour [Returns : ID of the avatar]

RegisterAvatarCustom(

DataBoneTransform _Root,

Transform _RootTransform,

IPoseInterpreter _PoseInterpreter,

RootMotionConfig _Config

)

string

Advanced registration of non Local Player for custom behaviour with a Root Motion configuration [Returns : ID of the avatar]

RegisterAvatarCustom(

Avatar _Avatar,

Transform _RootTransform,

ExportType _ExportType

)

string

Advanced registration of non Local Player with an Avatar Component. [Returns : ID of the avatar]

UnregisterLocalPlayer()

void

Unregister the Local Player

UnregisterAvatar(string _PlayerUUID)

void

Unregister a given NPC / Avatar

PlayAnimationOnLocalPlayer(

AnimationIds _AnimationIds

)

void

Play animation on Local Player

PlayAnimationOnLocalPlayer(

string _EmoteID

)

void

Play animation on Local Player

PlayAnimationOnAvatar( string _PlayerUUID,

AnimationIds _AnimationIds

)

void

Play animation on Avatar

PlayAnimationOnAvatar( string _PlayerUUID,

string _EmoteID

)

void

Play animation on Avatar

PlayAnimationQueueOnLocalPlayer(

AnimationIds[] _AnimationIds,

bool _Loop

)

void

Play animation queue on Local Player

PlayAnimationQueueOnLocalPlayer(

string[] _EmoteIDs,

bool _Loop

)

void

Play animation queue on Local Player

GetRetargetedKinetixClipFor

LocalPlayer(

AnimationIds _AnimationIds,

Action<KinetixClip> _OnSuccess,

Action _OnFailure

)

void

Get Retargeted KinetixClip for local player

GetRetargetedKinetixClipFor

LocalPlayer(

string _EmoteID,

Action<KinetixClip> _OnSuccess,

Action _OnFailure

)

void

Get Retargeted KinetixClip for local player

GetRetargetedAnimationClip

LegacyForLocalPlayer(

AnimationIds _AnimationIds,

Action<AnimationClip> _OnSuccess,

Action _OnFailure

)

void

Get Retargeted AnimationClip Legacy for local player

GetRetargetedAnimationClip

LegacyForLocalPlayer(

string _EmoteID,

Action<AnimationClip> _OnSuccess,

Action _OnFailure

)

void

Get Retargeted AnimationClip Legacy for local player

StopAnimationOnLocalPlayer()

void

Stop animation on local player

LoadLocalPlayerAnimation(

AnimationIds _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Load a local player animation

LoadLocalPlayerAnimation(

string _EmoteID, string _LockID,

Action _OnSuccess

)

void

Load a local player animation

LoadLocalPlayerAnimations(

AnimationIds[] _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Load local player animations

LoadLocalPlayerAnimations(

string[] _EmoteIDs, string _LockID,

Action _OnSuccess

)

void

Load local player animations

LoadAvatarAnimation( string _PlayerUUID

AnimationIds _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Load an avatar animation

LoadAvatarAnimation( string _PlayerUUID

string _EmoteID, string _LockID,

Action _OnSuccess

)

void

Load an avatar animation

LoadAvatarAnimations( string _PlayerUUID

AnimationIds[] _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Load avatar animations

LoadAvatarAnimations( string _PlayerUUID

string[] _EmoteIDs, string _LockID,

Action _OnSuccess

)

void

Load avatar animations

UnloadLocalPlayerAnimation(

AnimationIds _AnimationIds, string _LockID,

)

void

Unload a local player animation

UnloadLocalPlayerAnimation(

string _EmoteID, string _LockID,

)

void

Unload a local player animation

UnloadLocalPlayerAnimations(

AnimationIds[] _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Unload local player animations

UnloadLocalPlayerAnimations(

string[] _EmoteID, string _LockID,

Action _OnSuccess

)

void

Unload local player animations

UnloadAvatarAnimations( string _PlayerUUID

AnimationIds[] _AnimationIds, string _LockID,

Action _OnSuccess

)

void

Unload avatar animations

UnloadAvatarAnimations( string _PlayerUUID

string[] _EmoteIDs, string _LockID,

Action _OnSuccess

)

void

Unload avatar animations

IsAnimationAvailable

OnLocalPlayer(

AnimationIds _AnimationIds

)

bool

Check if animation ready to be play on Local Player [Returns : True if loaded]

IsAnimationAvailable

OnLocalPlayer(

string _EmoteID

)

bool

Check if animation ready to be play on Local Player [Returns : True if loaded]

GetNotifiedOnAnimationReady

OnLocalPlayer(

AnimationIds _AnimationIds,

Action _OnSuccess

)

void

Get notified when an animation is ready on local player

GetNotifiedOnAnimationReady

OnLocalPlayer(

string _EmoteID,

Action _OnSuccess

)

void

Get notified when an animation is ready on local player

GetLocalKCC()

Kinetix

Character

ComponentLocal

Get the Local Kinetix Character Component [Returns : Local Kinetix Character Component]

GetPlayerList()

List<string>

Get a Ids list of all registered avatars [Returns : Ids list of registered avatars]

IsLocalPlayedRegistered()

bool

Check if local player is registered [Returns : true if local played is registered]

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