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51 lines
2.8 KiB
Markdown
51 lines
2.8 KiB
Markdown
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# MA Parameters (Unity 2019)
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:::info
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The UI for this component has been reimplemented for Unity 2022. See the
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[new documentation page](/docs/reference/parameters.md) if you're using a newer version of Unity.
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:::
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The Modular Avatar Parameters component allows you to define the animator parameters your prefab uses either internally, or to communicate with other components.
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It allows the end-user to easily rename parameters to avoid conflicts, or to wire up multiple prefabs without having to alter animators directly.
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It also allows for automatic configuration of synced parameters.
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The Parameters component has two display modes: One for end-users of prefabs, and one for prefab developers.
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End-users can rename fields, and configure their AV3 parameters settings (saved state and default value).
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Developers can adjust the sync type and set parameters to be internal/hidden from end-users.
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![End-user display](parameters-enduser.png) ![Developer display](parameters-devmode.png)
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## When should I use it?
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The Parameters component should be used when you're building a prefab which makes use of animator parameters other than VRChat builtins.
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## How do I use it?
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### End-users
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The parameters component on prefabs can be used to rename parameters to avoid conflicts, and to adjust whether synced parameters are saved across avatar reloads (and their default value).
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By renaming multiple prefab parameters to be the same, you can make them all share the same state and animate at the same time.
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Alternately, by changing conflicting names to be different, you can resolve prefab conflicts.
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Finally, you can mark parameters as being unsynced to save on bandwidth, if desired.
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### Prefab developers
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Add the parameters component to the root of your prefab, and click "Show Prefab Developer Options". You'll see a list of all parameters used in your prefab.
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Each parameter can be configured with the following options:
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* Internal - Hides the parameter, and automatically renames the parameter with a unique name.
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* PhysBones Prefix - Indicates this is a parameter passed to a PhysBone "parameter" field (and thus it really references a number of sub-parameters)
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* Param type - Indicates what type a parameter is, or if it's only present on the animator (and not the Expressions Parameters asset)
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Parameters components can be nested. This lets you build up a complex prefab out of sub-prefabs, some which may be added multiple times, and while avoiding parameter name conflicts.
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Parameter renaming will be applied to the following components underneath (or on the same GameObject as) the Parameters component:
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* [Modular Avatar Merge Animator](/docs/reference/merge-animator)
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* [Modular Avatar Menu Installer](/docs/reference/menu-installer)
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* VRC Physics Bone
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* VRC Contact Receiver
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* Animator (although this is unlikely to be very useful)
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