CVR Animator Driver
Controls Animator parameters from another animation. Useful for creating sub-animators and driving their parameters from the main animator. Up to 16 slots are supported — each slot has its own animated float (animatorParameter01 through animatorParameter16) plus a target animator, parameter name, and parameter type.
Fields
Section titled “Fields”Animators (inspector list)
Section titled “Animators (inspector list)”List<Animator>. Target animators, one per slot.
Animator Parameters (inspector list)
Section titled “Animator Parameters (inspector list)”List<string>. Parameter names, one per slot. Use -none- or empty to skip.
Animator Parameter Type (inspector list)
Section titled “Animator Parameter Type (inspector list)”List<int>. Parameter kind per slot:
0— Float1— Int (rounded withMathf.RoundToInt)2— Bool (true whenvalue > 0.5)3— Trigger (fired whenvalue > 0.5)
animatorParameter01 … animatorParameter16
Section titled “animatorParameter01 … animatorParameter16”float. Public animated slots. The driver checks them every Update (and in OnDidApplyAnimationProperties) and writes the new value to the matching animator only when it changes (compared against an internal cached value).
Behaviour notes
Section titled “Behaviour notes”- When the target animator is the local player’s avatar animator (
PlayerSetup.Instance.AnimatorManager.Animator), writes go throughAnimatorManager.SetParameterso they integrate with advanced avatar sync. Otherwise the parameter is written directly viaAnimator.SetFloat/SetInteger/SetBool/SetTrigger. - Float and Int writes are skipped when the parameter is controlled by an animation curve on the same animator.
- A write is only performed when the incoming value differs from the last-applied value, so polling every frame is cheap.
Related
Section titled “Related”Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/CVRAnimatorDriver.cs