![]() ![]() As a lot of planned tasks in recent versions like v3.5 and v3.6 have been tracked in our private repo, it’s hard to move everything, but you can expect a fully visible plan for v3.7. It’s an ongoing process and it will take us a while to make all future plans visible to public, all new tasks will be created in public repo and tracked in projects.Since now, we will be more open by maintaining public issues and public projects.Native engine repo cocos-creator/engine-native have been completely merged into native folder of cocos-engine repo, it will unify the development workflow for both engine team and outside developers.Engine repo cocos-creator/engine have been transferred to cocos/cocos-engine. ![]() Since v3.5, we have merged our engine repositories, it’s a first step to be much more open and active in the community. We have been working very hard on v3.5, and it’s going to be a very important version targeting stability and user experience. If not saved, there will be a pop-up box prompting to save when closing the Event Editor.Since v3.5, we will sync public beta version in github and our English and Chinese forum. After the modification, click the save button above to save. The modification of the event function needs to be manually saved. Currently, only three types of parameters are supported: Boolean, String, and Number.Īfter the modification occurs, a red asterisk will appear next to the title of the Event Function Editor. If you need to add the incoming parameters, click + or - next to Params. When the event is triggered, animation system will execute all corresponding method with the same name in each component of the animation root node. In the editor, we can manually enter the name of the function that needs to be triggered. To delete a frame function at the corresponding time position separately, you can click the delete button next to the function name in the Event Function Editor.Įditing a specified event trigger functionĭouble-click the event frame just added to open the Event Editor. Deleting here will delete all time frame functions at that time position.Ĭlick the + button on the upper left of the Event Function Editor to add a new event frame function. The same golden icon, this is the event we added.Īt the added time frame position, right-click and select Delete. Adding an event frameįirst, move the time control line to the position where the event needs to be added, and then click the button in the toolbar area. Please refer to the frame events documentation before continuing. After adding an event function on to a key frame, the animation system will match the corresponding function methods on the animation root node and execute them when the animation reaches the key frame. ![]() ![]() At this time, it can be achieved by adding Animation Events. In games, it is often necessary to execute some function at the end of an animation or at a specific moment in a certain frame. Resource Management Considerations - meta files Creating Animation Components and Animation Clipsīuild a Scene Image Using the Scene Panel ![]()
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