Regarding your question about complex chain reaction effects that rely on script function for example and to avoid adding all components that need to be controlled within the slate editor as groups, one way to go about this, (depends on how the effect is set up though), would be to create a “master script” in the root of the effect’s gameobject (or some other gameobject) with exposed public properties and/or functions.
These properties and function in the master script can then be animated with “Animate Properties” clip, or functions be called with the “Send Message” clips. These properties and functions would then control all the other scripts that need to be controlled for the effect to work.
Thus, in essence, this “master script” would act as a “central hub” for the effect, where you would only need to animate/control this “master script” in Slate, and in turn that master script would control all the other required sub-scripts (like for example the components found in the “lazy load” gameobject in your screenshot).
Since the effect in question as you said, already has a master control script, you could only add that gameobject in slate and then use the “Events/Send Message” action clip for calling the function responsible for starting off the effect. Have you tried that and did not work?
As far as previewing such complex systems in editor of course, is a whole different story, because most script based effects like this are meant to be only playing in runtime, thus out-of-the-box realtime editor preview for such effects that rely on the Update loop or even coroutines, would unfortunately be impossible.
Please let me know.
Thank you.
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