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The Complete Guide to SLATE

Virtual Actor References

Virtual Actor References is a feature that makes it possible to work with virtual references of actors that exist only for the duration of the cutscene by instantiating the original actor reference and optionally placing at a specified local cutscene coordinates, while disabling the original. When the cutscene is finished, the original actor is re-enabled and the local instance destroyed. All this of course is done automatically for you and is a very convenient way for working with prefab actors!

The relevant options to all this, can be found in the Actor Group inspector.

ActorGroup

VirtualActorReference

In this example, the target actor is Chan, which is a prefab. A virtual reference gizmo is shown in the scene view though, as a representation of where Chan -our actor- will be instantiated when the cutscene is active.

The position and rotation handles can be used to change that initial instance position and rotation, which is always local to the cutscene’s coordinates in world space. So, if you change the cutscene’s gameobject position for example, Chan will be instantiated at exactly the same local coordinates relevant to the cutscene gameobject. The line shown, represents that offset.

These option not only work for prefabs, but also for non-prefab actors. For your convenience here are all the combinations between Reference Mode and Initial Transformation options and what will take place.

Reference Mode: Use Original
Transformation: Use Original

The original actor will be used at it’s original coordinates. Nothing special going on.

Reference Mode: Use Original
Transformation: Use Local

The original actor will be used, but it will be teleported to the specified local cutscene coordinates when the cutscene begins play.

Reference Mode: Use Instance
Transformation: Use Original

An instance will be used, but that instance’s coordinates will stay the same as the original reference.

Reference Mode: Use Instance
Transformation: Use Local

An instance will be used, which will be instantiated at the specified local cutscene coordinates when the cutscene begins play. This is THE combination to work with, when working with prefab actors.

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