Visual Scripting
The entries below are copied from the package definitions. Use the Instructions, Conditions and Triggers pages to browse them. All of them are in the Characters > Full Body Awareness category, grouped into Held Item, View and Body.
Gestures and the View
Gestures, like Play Gesture, animate the body, but they don't move the view. The rig bends the spine and the head towards where the player looks, and the camera follows the view, not the animated head. There are two ways to play a gesture where the view needs to match the animation.
Look At turns the view to an object and holds it there.
Example for picking up an item:
- Look At: set Target to the item and Duration to
0.3. Turn Lock Input on so the player can’t look away, and turn Wait to Complete on. - Change Arms Weight:
0, if the character is holding something, so the arms can reach. - Play Gesture: the pickup animation, waiting until it’s done.
- Change Arms Weight:
1. - Stop Look At: gives the view back to the player.
Follow Head Animation makes the camera follow the animated head, so the view moves the way the head moves in the animation. Use it when the head movement is part of the gesture, like checking a watch or looking around a room.
- Follow Head Animation: Follow on, Transition
0.25. - Change Arms Weight:
0, if the character is holding something. - Play Gesture: the animation, waiting until it’s done.
- Change Arms Weight:
1. - Follow Head Animation: Follow off, Transition
0.25.
While it is on, the player can't look around, and the spine is not bent towards the view, so the gesture plays like it was animated. When it is turned off, the view blends back to where the player was looking.
Instructions
Raise Held Item (InstructionHeldItemRaise)
- Title: Raise Held Item
- Description: Raises the held item to the eye, like binoculars.
- Category: Characters/Full Body Awareness/Held Item/Raise Held Item
- Parameters:
Character- The Character reference holding the item.Raise- Whether the item is raised.- Keywords:
FPS,ADS,Aim,Sights,Scope,Raise,Binoculars,Item,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemRaise.cs
The item is raised to its Held Item Eye Point. Shooter weapons raise with a Scope Through sight instead.
Change Held Item Placement (InstructionHeldItemPlacement)
- Title: Change Held Item Placement
- Description: Changes where a Held Item sits in view.
- Category: Characters/Full Body Awareness/Held Item/Change Held Item Placement
- Parameters:
Item- The Held Item, or the Character holding it.Placement- Animated adds an offset to the animation. Fixed sets the pose relative to the camera.Position- The position, in camera space.Rotation- The rotation, in camera space.Duration- How long the transition takes.Easing- The change rate of the placement over time.Wait to Complete- Whether to wait until the transition is finished.- Keywords:
Held,Item,Weapon,Placement,Position,View,Viewmodel,Full Body - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemPlacement.cs
The new placement stays until Restore Held Item Placement runs. The profile is not changed.
Restore Held Item Placement (InstructionHeldItemPlacementRestore)
- Title: Restore Held Item Placement
- Description: Restores the placement of a Held Item.
- Category: Characters/Full Body Awareness/Held Item/Restore Held Item Placement
- Parameters:
Item- The Held Item, or the Character holding it.Duration- How long the transition takes.Easing- The change rate of the placement over time.Wait to Complete- Whether to wait until the transition is finished.- Keywords:
Held,Item,Weapon,Placement,Reset,Restore,Full Body - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemPlacement.cs
Lock Hand To View (InstructionHeldItemLockToView)
- Title: Lock Hand To View
- Description: Changes whether the hand holding an item is locked to the view.
- Category: Characters/Full Body Awareness/Held Item/Lock Hand To View
- Parameters:
Item- The Held Item, or the Character holding it.Lock- Whether the hand is locked to the view.- Keywords:
Held,Item,Weapon,Lock,Hand,Arm,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemLockToView.cs
Recoil Kick (InstructionHeldItemRecoilKick)
- Title: Recoil Kick
- Description: Kicks the held item and the camera.
- Category: Characters/Full Body Awareness/Held Item/Recoil Kick
- Parameters:
Character- The Character reference holding the item.Strength- Multiplier of the kick. 1 is a regular shot.- Keywords:
FPS,Recoil,Kick,Shoot,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemRecoilKick.cs
Use it for custom weapons, explosions or melee hits. It uses the Recoil Kick modifier of the held item's profile.
Active Held Item Modifier (InstructionHeldItemModifierActive)
- Title: Active Held Item Modifier
- Description: Turns a held item modifier on or off.
- Category: Characters/Full Body Awareness/Held Item/Active Held Item Modifier
- Parameters:
Character- The Character reference holding the item.Modifier- The modifier to change.Active- Whether the modifier is active.- Keywords:
FPS,Sway,Bob,Breathing,Recoil,Inertia,Sprint,Weapon,Held,Item - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionHeldItemModifierActive.cs
It applies to whatever the Character holds, and fades the motion in or out. All changes every modifier. Breathing also switches the chest breathing.
Set Look Direction (InstructionCharacterSetLook)
- Title: Set Look Direction
- Description: Changes the view direction of the Character instantly.
- Category: Characters/Full Body Awareness/View/Set Look Direction
- Parameters:
Character- The Character reference with the Full Body Awareness rig.Rotation- The new view rotation.Rotate Body- Whether to also turn the Character's body.- Keywords:
FPS,Look,Rotation,Teleport,Respawn,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterSetLook.cs
Use it after teleports and respawns.
Look At (InstructionCharacterLookAt)
- Title: Look At
- Description: Turns the Character's view towards a game object.
- Category: Characters/Full Body Awareness/View/Look At
- Parameters:
Character- The Character reference with the Full Body Awareness camera.Target- The game object to look at.Offset- World space offset from the target's position.Duration- Seconds the view takes to turn.Easing- The change rate of the rotation over time.Lock Input- Whether the player can't look away until Stop Look At.Wait to Complete- Whether to wait until the view reaches the target.- Keywords:
FPS,Look,Focus,Camera,Target,Cinematic,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterLookAt.cs
With Lock Input, the view stays on the target, and follows it if it moves, until Stop Look At. Without it, the player takes over as soon as they move the mouse.
Stop Look At (InstructionCharacterStopLookAt)
- Title: Stop Look At
- Description: Gives the view back to the player after a Look At.
- Category: Characters/Full Body Awareness/View/Stop Look At
- Parameters:
Character- The Character reference with the Full Body Awareness camera.Duration- Seconds the view takes to return.Easing- The change rate of the rotation over time.Return to Previous- Whether to return to where the player was looking.Wait to Complete- Whether to wait until the view has returned.- Keywords:
FPS,Look,Focus,Camera,Release,Unlock,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterStopLookAt.cs
Follow Head Animation (InstructionCharacterFollowHeadAnimation)
- Title: Follow Head Animation
- Description: Makes the view follow the animated head, so a gesture can move the camera.
- Category: Characters/Full Body Awareness/View/Follow Head Animation
- Parameters:
Character- The Character reference with the Full Body Awareness camera.Follow- Turn on to follow the head, turn off to give the view back to the player.Transition- Seconds the view takes to blend.Wait to Complete- Whether to wait until the blend is done.- Keywords:
FPS,Look,Head,Gesture,Animation,Camera,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterFollowHeadAnimation.cs
The camera stays level, so it does not roll with the head. See Gestures and the View on the Visual Scripting page.
Change Arms Weight (InstructionCharacterArmsWeight)
- Title: Change Arms Weight
- Description: Changes how much the arms follow the camera.
- Category: Characters/Full Body Awareness/Body/Change Arms Weight
- Parameters:
Character- The Character reference with the Full Body Awareness rig.Weight- Value between 0 and 1.- Keywords:
FPS,Arms,Hands,IK,Weight,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterArmsWeight.cs
Use it to release the arms for interactions or climbing animations.
Release Body (InstructionCharacterReleaseBody)
- Title: Release Body
- Description: Gives the body back to the animation, for climbing and other moves that place the hands and feet.
- Category: Characters/Full Body Awareness/Body/Release Body
- Parameters:
Character- The Character reference with the Full Body Awareness rig.Release- Turn on to let the animation drive the body, turn off to follow the view again.- Keywords:
FPS,Climb,Ladder,Traversal,Animation,Release,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterReleaseBody.cs
Game Creator's Traversal module does this on its own. See Traversal.
Lean (InstructionCharacterLean)
- Title: Lean
- Description: Leans the Character to one side.
- Category: Characters/Full Body Awareness/Body/Lean
- Parameters:
Character- The Character reference with the Full Body Awareness rig.Angle- Degrees to lean. Positive leans left, negative leans right.Speed- Seconds the lean takes to settle.- Keywords:
Lean,Peek,Corner,Cover,Tilt,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterLean.cs
Works with or without a held item. Set the angle back to 0 to stop leaning.
Active Full Body Awareness (InstructionCharacterAwarenessActive)
- Title: Active Full Body Awareness
- Description: Turns Full Body Awareness on or off for a Character.
- Category: Characters/Full Body Awareness/Body/Active Full Body Awareness
- Parameters:
Character- The Character reference with the Full Body Awareness rig.Enable- Whether Full Body Awareness is active.- Keywords:
FPS,Enable,Disable,Toggle,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/InstructionCharacterAwarenessActive.cs
Use it for vehicles or when switching to a third person camera.
Conditions
Is Held Item Lowered (ConditionHeldItemIsLowered)
- Title: Is Held Item Lowered
- Description: Returns true if the Character's held item is lowered.
- Category: Characters/Full Body Awareness/Held Item/Is Held Item Lowered
- Parameters:
Character- The Character reference holding the item.By- The modifier that lowers the item: Any, Lower When Sprinting or Wall Retract.- Keywords:
Sprint,Lower,Wall,Retract,Carry,Held,Item,Weapon,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/ConditionHeldItemIsLowered.cs
Triggers
On Lower When Sprinting (EventCharacterOnLowerWhenSprinting)
- Title: On Lower When Sprinting
- Description: Executed when Lower When Sprinting lowers or raises the held item.
- Category: Characters/Full Body Awareness/Held Item/On Lower When Sprinting
- Parameters:
Character- The Character whose held item is watched. The Player by default.When- Enter runs when the item starts to lower, Exit when it starts to raise, Any for both.- Keywords:
Sprint,Lower,Carry,Run,Held,Item,Weapon,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/EventHeldItemLowering.cs
Exit also runs when the item is put away, or the modifier is switched off, while it is lowered.
On Wall Retract (EventCharacterOnWallRetract)
- Title: On Wall Retract
- Description: Executed when Wall Retract moves the held item away from a wall or back.
- Category: Characters/Full Body Awareness/Held Item/On Wall Retract
- Parameters:
Character- The Character whose held item is watched. The Player by default.When- Enter runs when the item starts to pull back, Exit when it comes back, Any for both.- Keywords:
Wall,Retract,Obstacle,Lower,Held,Item,Weapon,Full Body Awareness - Source:
Full Body Awareness Controller/Runtime/VisualScripting/EventHeldItemLowering.cs
Grazing a wall does not make it run on and off. Exit also runs when the item is put away, or the modifier is switched off, while it is retracted.