Last updated
Last updated
Idle animations refer to within that occur when the does not do any action (hence being ).
The purpose this component has is to add a breathing effect to the object, to imitate an idle animation.
Every frame a sin()
function is used to determine the position and rotation of the object; we multiply the by the result to allow you greater control over it.
The Breath component has two fields that can customize what the motion does. They have the following names: positionWave
and rotationWave
.
These are both , so they present the developer with an amplitude, and a rate.
The amplitude decides what directions the objects moves in, and the rate decides how fast that happens.
The for the player’s current state has a multiplier for this effect.