No problem 🙂
So, the solution posted in that topic, is about sending events to the flowscript from within an animation clip, by using Unity’s animation events.
The function selection dropdown in the animation event window, shows all supported functions that exist on all components attached on the same gameobject that the Animator/Animation component is also attached on. This is just how unity animation events work.
Thus for this solution to work correctly, the Animator component has to be on the same gameobject that the FlowScriptController component is also attached on, for the “SendEvent” function to show in the dropdown menu. Then, the string parameter, is the actual name of the event to send.
So, you are basically sending an event to the flowscript from within an animation clip played on the same gameobject the flowscriptController is attached on and in return, the flowscript will require a “Custom Event” node that has the same event name set as the string “parameter” of the animation event.
Please let me know if that helps clarify the usage.
Thanks.
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