Change a Spline Knot in real time with an additional transform.
Both scripts will use their own transforms, so they need to be attached to the animated GameObject.
SplineKnotMover will change the Knot global position to its own, while MultiSplineKnotMover will only use the movement delta (change in transform position), but can apply the same change to multiple knots in multiple splines.
The KnotId
is numbered from 0.
Limits a Rigidbody's rotation on one axis to a single direction
If the Rigidbody gets a rotation that would rotate it in the forbidden direction, the rotation will be reversed at the end of the frame.
Animate GameObjects that are not children of the Animation component
When the component activates, turns on ObjectsToTurnOn
, and off the other, so the component should be turned off at start for expected behaviour.
The SetupDefaults
setting will enable/disable the contained GameObjects, however, it only works if the GameObject on which the OutsideGameObjectToggle component is attached, is ON at the start of the game.
This is deprecated since FMOD, can be updated to work
Same as SplineAnimate, but throws no Exception when no spline is added, should be used on Seagulls
Moves and rotates GameObject according to waves in the water
Slows player while inside the trigger, has to be on the same GameObject as a trigger collider
Sets Fog color, Density and Skybox color
Component should only be enabled while in use and actively changing
Currently always sets all 3 parameters, can be updated to have toggles
Updates LineRenderer to match transform points
Component should only be enabled while in use and actively changing
Transform positions will always be global
Automatically adds itself as the first point, but does not require to actually use self position
Fades to black and teleports player to specified Transform
Instantly teleports player to the transform it is attached to
Enables interface hints in the world without the use of a CineCam
Has to be on a drag_system
layer GameObject with a Collider
Enables the Reading GUI while clicked on this GameObject
Can be used with either InspectHandler or CineCamera
Type
can be anything, but needs to be setup in /CANVAS/readings_guis with the exact name
The script has to be on the same GameObject as the Animation component.
The Speed
variable is transferred to the animation, so it can be used to play the same animation at different speed on different GameObjects.
This is deprecated since FMOD, can be updated to work
An easy audio system, that can play a random sound if an animation starts, and can pair multiple audio clips to multiple animations, reducing the need to manually start them.
Change the
Parameter
of an FMOD StudioEventEmitter from animation.
Script can be placed anywhere, Target
needs to be set, and Value
changed from animation.
Currently only works with the first parameter of the target Emitter, this should be enough in 95% of the cases since we usually only have one FMOD parameter per Event, if it is somehow not enough, this can be updated to support multiple Parameters.
Feature-rich Transform rotator
The Axis
and UpAxis
settings probably contain bugs, if they need to be used, contact Geri :D
A more convenient way of handling Cinemachine Blends
Has to be next to a CinemachineVirtualCamera
, will apply the selected fade values globally to the Main Camera CinemachineBrain
Note: Blends are handled by GameObject name, so if custom blends are in use, the CineCam GameObject should have a distinct name