Documentation

Your Guide to Using SLATE

Actor Action Clips

Here is a reference list of ActionClips that can be added in the Action Track of an Actor Group, per their category except for the Animate Property which is a general-purpose clip, thus it has no category. Most clips have at least one Animatable Parameter and thus possible to animate their effect over the duration of the clip.

Animate Properties

With the Animate Properties clip you can choose to animate any number of properties or fields on any component attached to the actor, or on any gameobject within its whole transform hierarchy. The Animate Properties clip support Blend In and Blend Out which will make the animated properties blend in from their original value to the animated values and blend out from the animated values back to the original values again! The interpolation used for blending in and out can also be changed.

Remember that you can also edit properties inline the Slate editor with the “curve” button on the track.

Animator IK Control

Animate Limb IK

Animate an actor’s limb IK. This clip requires the actor to have an Animator Controller assigned (even if empty) and the “IK Pass” enabled in that controller. This clip should be used above any Animator Tracks.

Animate Look At IK

Animate the actor’s Look At IK. This clip requires the actor to have an Animator Controller assigned (even if empty) and the “IK Pass” enabled in that controller. This clip should be used above any Animator Tracks.

Character

Animate Blend Shape

Animate a blend shape in one of the actor’s Skinned Mesh Renderers, selected from within its whole game object hierarchy.

Character Expression

Smoothly blend in and optionally blend out a character’s expression which can be created within the Character Component. Please read more about the Character Component here.

Character Look At

Smoothly makes the character look at a target keyable position or transform, and optionally blend out of looking at it. Please read more about the Character Component here.

Events

Send Message

Send a message to the actor gameobject.

Send Message (T)

Send a message to the actor gameobject along with a value chosen amongst boolean, float, integer, object, or string.

GameObject

Animate Actor Visibility

Animate the actor gameobject active state (enabled/disabled) over time.

Set Actor Active State

Set the actor gameobject active state (enabled/disabled) instantly.

Set Behaviours Active State

Set a list of script behaviours attached on the actor game object to Enabled or Disabled instantly.

Paths

Animate On Path

Animate the actor on a pre-made Path over time, while optionally also animating the actor to look at a specified position at the same time.

Follow Path

Make the actor follow a pre-made Path for the clip’s duration, optionally with a blend in the path’s start position and making the actor look ahead of the path.

Pathfind From To

Make the actor move from position to target position through pathfinding. For this clip to work you have to have a baked NavMesh, but having a NavMeshAgent component is neither required nor used at all.

Pathfind To

Make the actor move from its current position to the target position through pathfinding. For this clip to work you have to have a baked NavMesh, but having a NavMeshAgent component is neither required nor used at all.

Renderer

Animate Material Color

Animate a color property of the actor’s material over a period of time.

Animate Material Float

Animate a float property of the actor’s material over a period of time.

Animate Material Texture

Animate a texture property of the actor’s material over a period of time. Useful for creating various visual effects, like scrolling backgrounds, or TV static signals for example.

Set Material

Change the whole material of the actor.

Set Material Texture

Change a texture property of the actor’s material.

Sprites

Set Sorting Layer

Change the sorting layer and order of the SpriteRenderer attached to the actor.

Set Sprite

Set the sprite of the SpriteRenderer attached on the actor, along with options to flip x/y and options for sorting.

Sprite Flipbook

Flips the SpriteRenderer attached on the actor, through a series of sprite images in order with optional looping.

Transform

While you can animate the transforms of an actor using the Animate Properties clip, these clips provide some quick ways of achieving some goals.

Attach Object

Attach an object to the actor or to a specific transform within its hierarchy.

Attach Object Prefab

Same as above, but for attaching prefabs (which are first instantiated of course).

Look At

Makes the actor smoothly blend in and optionally out of looking at a target keyable position or transform.

Match Transforms To Target

Makes the actor smoothly blend in and optionally out of having its transforms (position, rotation, scale) being matched to a target transform.

Noise

Makes the actor randomly shake around and about its original position.

Rotate Around

Makes the actor rotate around a target keyable position or transform, either with a specified “speed”, or specified absolute value in degrees.

Rotate By

Rotate the actor by specified degrees over the duration of the clip.

Rotate To

Rotate the actor to specified degrees over the duration of the clip.

Scale By

Scale the actor by a specified amount over the duration of the clip.

Scale To

Scale the actor to a specified amount over the duration of the clip.

Set Transform Parent

Set the parent of the actor, either temporarily or permanently.

Set Transform Values

Selectively set the position/rotation/scale values of the actor instantly to a new value.

Simple Grounder

Grounds the actor to the nearest object (with a collider) found beneath it for the duration of the clip.

Translate By

Translate the actor by a specified amount over the duration of the clip.

Translate To

Translate the actor to target value over the duration of the clip.

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