Playbacks

Playbacks decide how an effect gets applied through time (for example, playing an effect only once).

Built In Playbacks

You can use the following built-in playbacks to modify your effects, either assigning them from the inspector or setting them as modifier keywords:

For example, if you already have a "wave" effect that loops infinitely, but in one occasion you want to show it only once, you can write "<wave once>", where "once" is the ID of the playback.

Create Custom Playbacks

There are currently three different types of playback classes that you can instantiate:

Each playback has different parameters that you can modify (e.g. duration).

Simple

Parameter
Description

Delay before start

How much time the animation engine waits before starting to show the effect

Fade duration

How much time it takes for an effect to go from 0 to 1

Still duration

How much time an effect is displayed on screen.

Weighted

Parameter
Description

Intensity01

Lets you control externally how much intense should an effect be (e.g. 1 when near a game objective, 0 when too far)

Cycle

Parameter
Description

Delay before start

How much time the animation engine waits before starting to show the effect

Fade in duration

How much time it takes for an effect to go from 0 to 1

Still duration

How much time an effect is displayed on screen.

Fade out duration

How much time it takes for an effect to go from 1 to 0

Cycles

How many times this loop is repeated

Delay Between Cycles

How much time to wait before starting a new cycle


Playbacks Databases

As always, you can store playbacks inside a database and assign it to the Global Settings (p.s. there is already one built-in and already set up), like the following:

This way you can access all playbacks from all different Text Animator components, and modify your effects individually through Modifiers (example "<wave once>".

If you are creating a new playback, make sure that it is stored inside that main/global database