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: AVector2specifying the width and height (in pixels) of the generated portrait texture._bgColor: TheColorof the background of the portrait._cameraAngle: An optionalfloatvalue (default: 0F) representing the offset angle around the Y-axis for the camera capturing the portrait._cameraLight: An optionalboolvalue (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: TheColorof the rim effect._intensity: Afloatvalue (typically between 0 and 1, though your original note mentioned 1~10, clarify the intended range).
Get Current Rim Color:
Color currentRimColor = characterEntity.GetRimColor();