InworldEditor
Properties
Property | Type | Description |
---|---|---|
Instance | InworldEditor | Gets an instance of the InworldEditor. It will create an Inworld Studio Panel if the panel has not opened |
Progress | Dictionary<InworldWorkspaceData, WorkspaceFetchingProgress> | Gets the current data fetching progress across all the workspaces |
Status | InworldEditorStatus | Gets or sets the current Inworld Editor Status. The old status will call OnExit() and the new status will call OnEnter() |
CurrentProgress | InworldUISettings | Gets the current workspace's data fetching progress |
IsDataValid | bool | Checks if all the data in the current data of the Inworld Game Setting is true |
API
Function | Return Type | Description | Parameters |
---|---|---|---|
ShowPanel | void | Opens the Inworld Studio Panel. This will detect and pop the import window if you do not have TMP imported | N/A |
SetupInworldCharacter | void | Sets a gameObject in the scene with InworldCharacterData. If the InworldCharacterData belongs to an InworldAI.Game.CurrentScene , then the data and its related components (e.g., animation, player detecting, etc.) will be added to the gameObject . All the characters that have associated Inworld Character Data but that are not in the current Inworld Scene will be deleted | avatar: That gameObject that you want to bind an InworldCharacter to. selectedCharacter: The InworldCharacterData to add to the gameObject . Note that the InworldCharacterData should be in InworldAI.Game.CurrentScene |
LoadPlayerController | void | Adds a player controller into the current scene. Note that: 1. Player controller is mandatory for the characters to communicate. 2. If you call this function, then the main camera in your current scene will be deleted. If you have your own player control that allows characters to communicate, then add InworldController.Player to your customized controller object | N/A |