KinetixCore.Animation

Events

Event
Params
Description

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

Method
Returns
Description

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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