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.
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.
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 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.
Animate a blend shape in one of the actor’s Skinned Mesh Renderers, selected from within its whole game object hierarchy.
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.
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.
Send a message to the actor gameobject.
Send a message to the actor gameobject along with a value chosen amongst boolean, float, integer, object, or string.
Animate the actor gameobject active state (enabled/disabled) over time.
Set the actor gameobject active state (enabled/disabled) instantly.
Set a list of script behaviours attached on the actor game object to Enabled or Disabled instantly.
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.
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.
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.
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.
Animate a color property of the actor’s material over a period of time.
Animate a float property of the actor’s material over a period of time.
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.
Change the whole material of the actor.
Change a texture property of the actor’s material.
Change the sorting layer and order of the SpriteRenderer attached to the actor.
Set the sprite of the SpriteRenderer attached on the actor, along with options to flip x/y and options for sorting.
Flips the SpriteRenderer attached on the actor, through a series of sprite images in order with optional looping.
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 an object to the actor or to a specific transform within its hierarchy.
Same as above, but for attaching prefabs (which are first instantiated of course).
Makes the actor smoothly blend in and optionally out of looking at a target keyable position or transform.
Makes the actor smoothly blend in and optionally out of having its transforms (position, rotation, scale) being matched to a target transform.
Makes the actor randomly shake around and about its original position.
Makes the actor rotate around a target keyable position or transform, either with a specified “speed”, or specified absolute value in degrees.
Rotate the actor by specified degrees over the duration of the clip.
Rotate the actor to specified degrees over the duration of the clip.
Scale the actor by a specified amount over the duration of the clip.
Scale the actor to a specified amount over the duration of the clip.
Set the parent of the actor, either temporarily or permanently.
Selectively set the position/rotation/scale values of the actor instantly to a new value.
Grounds the actor to the nearest object (with a collider) found beneath it for the duration of the clip.
Translate the actor by a specified amount over the duration of the clip.
Translate the actor to target value over the duration of the clip.
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