Using LookAnimator sequence command

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

Using LookAnimator sequence command

Post by fkkcloud »

Hi,

I have questions on using LookAnimator.

I have actors setup like below including the player as well.

Root GameObject has Dialogue Actor component.
- child gameobect with Animator and LookAnimator
-- child gameobject of Animator gameobject called "My Look Target" placed in front of its head location somewhere.

For example, I have 3 actors in the conversation setup like above: Player, A2, A3.
Dialogue Actor's "actor" name is specified as "Player", "A2" and "A3" and as well as in Dialogue database.

EX1: On "A2" speaking node, I have sequncer command

Code: Select all

LookAnimator(A3, [A2, Player])
- would this make A2 and Player to look at A3's My Look Target transform?

EX2: On "A2" speaking node, I have sequncer command

Code: Select all

LookAnimator(EnemyTarzanHead, [A2, A3, Player])
- would this make A2, A3, and Player to look at a gameobject that is in scene named "EnemyTarzanHead"?

Thank you!
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using LookAnimator sequence command

Post by Tony Li »

Hi,

If you set up trigger colliders and Look Animator Dialogue Actor components on your characters, in most cases they will look automatically; you don't have to use any sequencer commands. I recommend examining the Look Animator integration's example scene.

You can also use the 'all' keyword, like the extra node added to the Private Hart conversation in the integration's example scene.
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