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Useful Modules


Taking Character Photos​

Capture character portraits at runtime with the GetCharacterPhoto() function.

Texture2D photoTexture = characterEntity.GetCharacterPhoto(Vector2 _imageSize, Color _bgColor, float _cameraAngle = 0F, bool _cameraLight = true);
  • _imageSize: A Vector2 specifying the width and height (in pixels) of the generated portrait texture.
  • _bgColor: The Color of the background of the portrait.
  • _cameraAngle: An optional float value (default: 0F) representing the offset angle around the Y-axis for the camera capturing the portrait.
  • _cameraLight: An optional bool value (default: true) to toggle an additional light source on during capture, useful if the character is in a dark environment.

Return Value: A Texture2D containing the character's portrait.


Animating Accessories (Back, Tail, Ears)​

If your character's back, tail, or ear accessories have their own Animation components, you can directly access these components using the following functions:

Animation backAnimator = characterEntity.GetBackAnimationComponent();
Animation tailAnimator = characterEntity.GetTailAnimationComponent();
Animation headAccessoryAnimator = characterEntity.GetHeadAccessoryAnimationComponent();

Example (Playing a back accessory animation):

if (Player.GetBackAnimationComponent() != null){
Player.GetBackAnimationComponent().CrossFade("OpenFlap1", 0.25F);
}

Ensure you check if the component exists before attempting to access it to avoid potential null reference errors.


Managing Character Eyes​

Control your character's gaze and eye expressions using these functions:

Look At Target:

characterEntity.SetLookAt(Transform _target); // Make the character look at the specified Transform.
characterEntity.SetLookAt(null); // Stop the character from looking at any target.

Blinking:

characterEntity.Blink(); // Trigger a blink animation.

Eye Openness:

characterEntity.SetEyeOpen(float _openPercentage); // Set the eye openness percentage (0f - 100f).

Applying Rim Effect​

A rim effect can be used to highlight your character or provide visual feedback, such as when they are hit. Set Rim Color and Intensity:

characterEntity.SetRimColor(Color _color, float _intensity);
  • _color: The Color of the rim effect.
  • _intensity: A float value (typically between 0 and 1, though your original note mentioned 1~10, clarify the intended range).

Get Current Rim Color:

Color currentRimColor = characterEntity.GetRimColor();