Additional Events
These are additional custom events that use tracks and point definitions.
Noodle Extensions
AssignTrackParent
{
"b": float, // Time in beats.
"t": "AssignTrackParent",
"d": {
"childrenTracks": string[], // Array of tracks to parent to _parentTrack.
"parentTrack": string, // The track you want to animate.
"worldPositionStays": bool // Defaults to false if not set. See https://docs.unity3d.com/ScriptReference/Transform.SetParent.html
}
}
AssignTrackParent
will create an new GameObject with a TransformController and parent any number of children tracks to it.
AssignPlayerToTrack
{
"b": float, // Time in beats.
"t": "AssignPlayerToTrack",
"d": {
"track": string, // The track you wish to assign the player to.
"target": string // (optional) The specific player object you wish to target.
}
}
AssignPlayerToTrack
will assign the player a TransformController.
Available targets are Root
, Head
, LeftHand
, and RightHand
.
Warning
It is recommended to have a track dedicated to the player, and not use easings in movement. This is VR, non-linear movement or any form of rotation can easily cause motion sickness. To clarify, it is very easy to make people motion sick with player tracks, please use them carefully and sparingly.
Chroma
AnimateComponent
{
"b": float, // Time in beats.
"t": "AnimateComponent",
"d": {
"track": string, // The track you want to animate.
"duration": float, // The length of the event in beats (defaults to 0).
"easing": string, // An easing for the animation to follow (defaults to easeLinear).
"component name": { // name of component
"field name": point definition // name of field on component
}
}
}
AnimateComponent
allows for animating components. Animating fog demo.