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SDK Modules
The SDK includes the following modules to accelerate development and reduce the pain of repetitive programming.
EventPlayer: This module extends Unity's built-in event system and provides components for handling delays, repetitions, countdowns, and more. You can open the PackageManager
window and import the AliveDesktopSDK/EventPlayer
sample to learn more.
EventPlayer is one of the plugins I've published on the Unity Asset Store. After several years of iteration, it has become stable and user-friendly.
Action: This module offers common behaviors such as animation transitions and numeric transformations. You can open the PackageManager
window and import the AliveDesktopSDK/Action
sample to learn more. To use this module, create a specific SOAction
asset first. Then, create a game object with the EventPlayer_SOAction
component and use the SOAction asset. Because behaviors are stored as assets, they have the following advantages:
- In editor mode, any runtime modifications are saved even after exiting play mode.
- You can use the same behavior asset across different scenes.
- You can adjust output values using the
ActionModifier_XXX
components. - You can provide behavior parameters for user configuration using the
PersistentData_SO
component.
PersistentData_XXX: This module exposes certain fields in the scene to users, making it easier for them to customize settings. To use this module, create a game object with the PersistentData_XXX
component and set the relevant fields (such as Key, dataOption, and event callbacks). Make sure this game object is a child of the PD Group
game object (or create one if it doesn't exist).
Modules specifically designed for item development can be found in the Packages/AliveDesktopSDK/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature
directory. These modules provide common controllers (such as audio visualization controllers, system time synchronization controllers, etc.):