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Set Animator Bool from a Dialogue node

Posted: Fri Jan 17, 2025 4:13 pm
by Digital Adam
I'd like to be able to control my NPCs animation via Dialogue Nodes. For example, when my NPC say's Hi, I would like a friendly wave to play. In my Animator I have a bool that if checked plays a wave animation. How do I add that to the Dialogue node?

Thanks!

Re: Set Animator Bool from a Dialogue node

Posted: Fri Jan 17, 2025 4:22 pm
by Tony Li
Hi,

In the dialogue entry node's Sequence field, use the AnimatorBool() sequencer command. More info: Cutscene Sequences. Example:

Code: Select all

{{default}};
AnimatorBool(wave)
Notes:

1. The {{default}} keyword also plays the Dialogue Manager's Default Sequence. See also: How To: Control the Duration of Subtitle Text

2. For a wave, you may want to use AnimatorTrigger() with a trigger parameter instead.

Re: Set Animator Bool from a Dialogue node

Posted: Mon Jan 20, 2025 9:39 am
by Digital Adam
Thank you.

Re: Set Animator Bool from a Dialogue node

Posted: Mon Jan 20, 2025 11:09 am
by Tony Li
Glad to help!