Activators/Reactors - Tool for Triggering Animations without Code

This is a tool I’ve put together for some artists I work with sometimes, so that they would be able to set up their work functionality inside of a level without needing to wait for me to get around to writing the code to drive the Animator parameters.

The idea is really simple-

Activators trigger a UnityEvent, Reactors listen and set the appropriate values to the appropriate parameters, all through the inspector. No scripting necessary.

2922848--215948--Activator Example.png
Above, a proximity activator- specify the layers to look for, and attach to an object with a trigger collider. The Event can be called on enter or exit. Delay is a time delay(in seconds) for firing the event.

Other types of Activators-

  • Impact- Fires on collision, with an optional field for a minimum force requirement

  • Animation- Fires on an Animation state enter or exit.


2922848--215951--Reactor Example.png

Reactors allow you to specify activators that will be listened to, as well as parameters to be set upon the event firing. Bools have an additional option to simply invert the current value rather than set the same value repeatedly.

2922848--215957--noanimscripting.gif

What do you think? Useful? Something better out there already?

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there is a tool called itween… but you can start a new one better :slight_smile:

I have looked at itween in the past- but it requires scripting, and doesn’t use the Animator or state machines.

I need this :slight_smile:

Great to hear! Is there anything you think I should add?

there is a plugin from itween creators to make all those things without code… “iTween Editor” its very cool i have it and i dont write nothing…

I had no idea! I’ll have to check it out.

I threw together this preview that tours the entirety of what I have so far.

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I took a look at the ITween Editor, and it looks very robust!

A few differences I notice is that my package makes use of the Animator and Animation features of the Unity Editor, which means you can build state machines where animations trigger other animations.

iTween also uses Unity Events to call methods- do you use this functionality often?

I have to say, I like iTween’s easing presets- I’m conflicted since the Animation window in Unity allows tweaking the easing curves manually, which is more flexible- but there isn’t a straight “click and done” option to auto shape a curve to conform to an easing formula.

Proud of my auto-formatting property drawer!

2958388--219540--ListDrawer.gif

2999596--223605--doorbell.gif

All done with Animations, Activators, and Reactors. If you can set it up in the Animation Controller, you can drive it with A&R.

I’ve expanded the concept of Activators to include evaluations- additional checks that can be added to an activator.

For instance, a Proximity Activator’s base evaluation can fire its event when an object enters the trigger zone. This will start an input evaluation that checks for a particular button press.
3010745--224626--Evaluation Demo.gif
3010745--224630--Activator w Evaluations.png
Because there are multiple events per Activator, other objects can subscribe to different parts of an activator- in the gif above, the 3D text prompt is driven by the proximity activator’s base event, and the door itself is driven by the post evaluation event.

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If driving the Animator with events sans scripting sounds like something you could use, I’m actually gearing up to enter a closed alpha testing phase.

I’m seeking individuals to test drive the project, report bugs, and correspond with me a bit on how to improve it. This will all be done through a google group.

Let me know if you’re interested by sending me a message via the forums, posting here, or sending an email to macriluke0@gmail.com. Please include “Activators And Reactors” in the subject line.

Thanks!

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3026747--226283--Hit React.gif
Stretching my animation chops to show off what you can do with an impact activator.

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Trigger system makes me think of the trigger system I use in my door tool. Good luck with the alpha!

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would love to use it. is it out yet?

I’ve put this project on hold- it couples really closely with the Animator component- which it seems is undergoing some exciting changes that i’d like to take advantage of.

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