SequencerCommand LookAt and its parameter

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fkkcloud
Posts: 298
Joined: Mon Oct 05, 2020 6:00 am

SequencerCommand LookAt and its parameter

Post by fkkcloud »

Hi,

Does SequencerCommandLookAt get Actor name (string)?
If not, is there any way to pass in the Actor name and get the transform or gameobect based on the Actor name in custom SequenceCommand?
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: SequencerCommand LookAt and its parameter

Post by Tony Li »

Hi,
fkkcloud wrote: Mon Oct 12, 2020 6:01 amDoes SequencerCommandLookAt get Actor name (string)?
Yes. It checks in this order:
  • If the name is 'speaker' or 'listener', it uses the node's speaker or listener.
  • If the name starts with 'tag=' such as 'tag=Player', it finds a GameObject with that tag.
  • If a Dialogue Actor uses the name, it returns the Dialogue Actor's GameObject.
  • Otherwise it finds a GameObject (active or inactive) whose GameObject name matches.
fkkcloud
Posts: 298
Joined: Mon Oct 05, 2020 6:00 am

Re: SequencerCommand LookAt and its parameter

Post by fkkcloud »

Thank you for the answer :)

does it work same way for LookAnimator() sequence command?
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: SequencerCommand LookAt and its parameter

Post by Tony Li »

Yes, except LookAnimator() has an additional special keyword 'all' that you can use, too.
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