IAvatar
Actor Service
Interface
Properties
airControl | How much control the player has over the character while in the air. A value of 0 means no control, 1 means full control. |
fallingGravityMultiplier | Multiplier on top of the default gravity settings for the space just for the local avatar while falling.
This stacks on top of |
gravityMultiplier | Multiplier on top of the default gravity settings for the space just for the local avatar. |
groundFriction | Contribution of how much ground friction to apply to the character. A higher value will give the avatar more grip resulting in higher acceleration. This does not affect the avatar's maximum movement speed. Values should be between 0 and 1. |
jumpHeight | The height in meters that the avatar can jump |
maxJumpCount | Maximum number of times that the avatar can jump in a row before touching the ground. |
nametagBarValue | Optional nametag bar value shown in the nametag above the avatar's head. |
nametagBarVisible | Whether the nametag bar is visible. |
nametagSubtext | An optional subtext shown in the nametag above the avatar's head. |
nametagVisible | Whether the nametag should be visible to other users. |
position | The current position of the avatar's visual representation in the scene. This is the position of the avatar at the feet. |
ragdollVelocity | The current velocity of the avatar's ragdoll body. |
rotation | The orientation of the avatar's visual representation in the scene. Currently this is always locked to Y-up. |
runSpeed | The running speed of the avatar in meters per second. |
useVariableHeightJump | When enabled, jump is higher depending on how long jump button is held down.
Currently variable jump height may result in a slightly higher |
velocity | The current velocity of the avatar |
visibleRemotely | Whether the avatar is visible in the scene to other remote users. |
walkSpeed | The walking speed of the avatar in meters per second. |
Methods
AddForce(Vector3) | Add a force to the avatar's rigidbody. This is different from ragdoll force, and just affects the avatar's character controller. |
AddRagdollForce(Vector3, bool) | Add a force to the avatar's ragdoll body. This will only work if ragdoll physics are enabled for the space
and avatar. See |
ClearAttachmentSlot(Slot) | Clear avatar attachments currently equipped in a specific slot. This does not affect the user's profile avatar, just the attachments that were equipped in this session. |
ClearAttachments() | Clear all avatar attachments that were equipped with |
ClearAttachmentsByTag(string) | Clear avatar attachments currently equipped that have this tag set. This does not affect the user's profile avatar, just the attachments that were equipped in this session. |
EquipAttachment(AssetType, string, bool, bool, string) | Equip an attachment to the avatar (Defined by the |
IsAttachmentEquipped(string) | Is the attachment currently equipped? |
Jump() | If possible, make the avatar jump. Sometimes the avatar is not able to jump, such as when they are not
grounded if |
Move(Vector2, bool) | Move the avatar in the direction of the input vector.
|
PlayEmote(AssetType, string, bool, bool) | Play an emote on the avatar (Defined by the |
ResetAvatarBody() | Reset the avatar body asset to what the user has set in their profile if it was overridden with |
Respawn() | Respawn the avatar at a valid entrance point or seat in the space. If avatar is currently ragdolling, this will also reset the ragdoll state. |
SetAvatarBody(AssetType, string) | Set the avatar body to an avatar defined by ResetAvatarBody |
SetDestination(Vector3, bool) | Order the avatar to move to a destination using a navmesh if available. If there is no navmesh, the avatar will move directly to the destination in a straight line. |
SetPositionRotation(Vector3, Quaternion) | Teleport the avatar to a new position and rotation. This is faster than setting the position and rotation separately. |
SetRagdollPhysicsActive(bool, Vector3) | Set ragdoll physics active state. This can only be done if ragdoll physics feature is enabled for the space. |
Sit(Transform) | Teleports the avatar to the target transform and makes the avatar sit on the target. |
Stand() | If currently sitting, this will make the avatar stand up. |
StopEmote() | Stop the current emote on the avatar that was started with |
Events
onAttachmentEquippedChanged | Event that is triggered when an avatar attachment is equipped or unequipped. Note that the game object for the attachment may not exist yet when this event is triggered. This is because the attachment is loaded asynchronously (its asset bundle may need to be downloaded first). |
Inherited Members
Equals(IAvatar) | |
Equals(IReadOnlyAvatar) | |
GetAvatarBoneTransform(HumanBodyBones) | Get the transform of a bone in the avatar's body. |
bodyMaterials | Returns a collection of all materials used on the avatar's body. This can be used to change the appearance of the avatar. |
displayName | The display name shown in the nametag above the avatar's head. |
isBodyLoaded | Whether the avatar body is fully loaded.
When users join a space, their avatar body is not immediately loaded. This property will be false until
the avatar body is loaded. It's also possible for users to switch their avatars on the fly, so this
property may change at any time.
Use the |
isDisposed | Returns true when the component or its parent space object has been destroyed. |
isGrounded | Whether the avatar is currently grounded (the feet are touching the ground) |
onAvatarBeforeUnload | Event that triggers when the avatar is about to be unloaded. If the avatar is owned by an actor, this
may be because the actor has changed their avatar, or because the actor is leaving or disconnecting.
This can be used to "deconstruct" anything that was created in the |
onAvatarLoadComplete | Event that triggers when the avatar has finished loading.
|
onColliderHit | Event that is triggered when the avatar's collider hits another collider. |
onEmote | Event that is triggered when an emote avatar animation is started. Note that this doesn't trigger immediately when PlayEmote is called, but when the animation is loaded (asynchronously) and started. |
onIsGroundedChanged | Event that is triggered when the avatar's grounded state changes ( |
onJump | Event that is triggered when the avatar starts to jump |
onLanded | Event that is triggered when the avatar lands on the ground |
onRespawned | Event that triggers when the avatar is respawned. Respawn can happen when:
For avatars created explicitly through |
ragdollPhysicsActive | Is ragdoll physics currently active for the avatar? |
spaceObject | The space object the component is attached to. |
spaceObjectID | The id of the spaceObject the component is attached to. |
visibleLocally | Whether the avatar is visible in the scene. |