Class : ZepetoPlayers
- Overview
- To control ZepetoPlayers, add the following import statement to the script.
import {ZepetoPlayers} from 'ZEPETO.Character.Controller';
- Properties -
OnAddedLocalPlayer
- OnAddedLocalPlayer: UnityEngine_Events.UnityEvent;RotateCamera($delta: UnityEngine.Vector2):void;
- Callback Event invoked when a local player instance is created.
OnAddedPlayer
- OnAddedPlayer: UnityEngine_Events.UnityEvent$1;
- Callback Event invoked when a player instance is created.
OnRemovedPlayer
- OnRemovedPlayer: UnityEngine_Events.UnityEvent$1;
- Callback Event invoked when a player instance is removed.
onInitialized
- static onInitialized;
- Callback Event invoked when the ZepetoPlayers component is initialized at runtime.
- Accessors -
LocalPlayer
- Represents the LocalPlayer class.
- get LocalPlayer(): LocalPlayer;
ZepetoCamera
- Represents the ZepetoCamera class.
- get ZepetoCamera(): ZepetoCamera;
instance
- Represents the instance of ZepetoPlayers.
- static get instance(): ZepetoPlayers;
- Methods -
CreateByZepetoId()
- CreateByZepetoId(zepetoId: string, spawnInfo: SpawnInfo, complete: System.Action$1)
- Creates a ZEPETO character instance using a ZepetoId, mainly used for NPC character instantiation.
CreateByUserId()
- CreateByUserId(userId: string, spawnInfo: SpawnInfo, complete: System.Action$1
- Creates a ZEPETO character instance using a UserId, mainly used for NPC character instantiation.
RemoveCharacter()
- RemoveCharacter(character: ZepetoCharacter)
- Removes a character instance.
CreateModelByZepetoId()
- CreateModelByZepetoId(zepetoId: string, spawnInfo: SpawnInfo, complete: System.Action$1<UnityEngine.GameObject>)
- Creates a ZEPETO character model game object using a ZepetoId. Use Object.Destroy() for removal.
CreateModelByUserId()
- CreateModelByUserId(userId: string, spawnInfo: SpawnInfo, complete: System.Action$1<UnityEngine.GameObject>)
- Creates a ZEPETO character model game object using a UserId. Use Object.Destroy() for removal.
RemovePlayer()
- Removelayer($id: string):void;
- Removes the player instance associated with the specified session ID.
- Parameters
Name | Value | Desc |
---|---|---|
id | string | SessionID |
HasPlayer()
-
HasPlayer($id: string):boolean;
-
Checks if a player instance associated with the specified session ID exists.
-
Parameters
Name Value Desc id string SessionID
GetPlayer()
- GetPlayer($id: string):ZepetoPlayer;
- Retrieves the player instance associated with the specified session ID.
- Parameters
Name | Value | Desc |
---|---|---|
id | string | SessionID |
- Returns
- ZepetoPlayer
DeformDefaultCostume()
- DeformDefaultCostume():void;
- Removes the ZEPETO character's body deformation item and reverts to the default body shape, dressing in the default ZEPETO outfit.
DeformDefaultProperties()
- DeformDefaultProperties():void;
- Removes the ZEPETO character's body deformation item and reverts to the default body shape.
Class : SpawnInfo
- Overview
- Data specifying the location where a ZEPETO character is spawned.
- To control SpawnInfo, add the following import statement to your script.
import { SpawnInfo } from 'ZEPETO.Character.Controller';
- Parameters
Name | Value | Desc |
---|---|---|
position | UnityEngine.Vector3 | Data specifying the location where a ZEPETO character is spawned. |
rotation | UnityEngine.Quaternion | Data specifying the rotation applied when a ZEPETO character is spawned. |
Class : ZepetoPlayer
- Overview
- To control ZepetoPlayer, add the following import statement to your script.
import {ZepetoPlayer} from 'ZEPETO.Character.Controller';
- Accessors -
userId
- get userId(): string;
- The player's UserID. A unique randomized ID assigned upon account creation.
name
- get userId(): string;
- The player's name. A name directly set by the user in the ZEPETO app.
character
- get character(): ZepetoCharacter;
- Represents the Zepeto character class of the player.
isLocalPlayer
- get isLocalPlayer(): boolean;
- A variable to check if it's a local player.
- Methods -
GetProfileTextureAsync()
- GetProfileTextureAsync($complete: System.Action$1<UnityEngine.Texture2D>):void;
- A method to retrieve the profile image as a 2D texture.
Release()
- Release():void;
- A method to release the Zepeto player object from memory.
Class : Local Player
- Overview
- To control LocalPlayer, add the following import statement to your script.
import { LocalPlayer} from 'ZEPETO.Character.Controller;
- Properties -
movingAxis
- movingAxis: UnityEngine.Transform;
- Transform information of the character's movement central axis.
- Accessors -
zepetoCamera
- Represents the Zepeto camera class.
- get zepetoCamera(): ZepetoCamera;
zepetoPlayer
- Represents the Zepeto player class.
- get zepetoPlayer(): ZepetoPlayer;
- Methods -
DoubleJump()
- DoubleJump():void;
- Makes the Local Player double jump using the currently set DoubleJump Power.
Jump()
- Jump():void;
- Makes the Local Player jump using the currently set Jump Power.
Move()
- Move($dir: UnityEngine.Vector2):void;
- Move($dir: UnityEngine.Vector3):void;
- Moves the Local Player in a specified direction.
SetCostume()
- SetCostume($itemCode: string, $complete?: System.Action):void;
- Changes the costume of the Local Player by taking the item code (item id) as an argument. A callback is received when the costume change is completed.
StopMoving()
- StopMoving():void;
- Stops the movement of the Local Player.
Class : ZepetoCharacter
-
Overview
- To control ZepetoCharacter, add the following import statement to your script.
import { ZepetoCharacter } from 'ZEPETO.Character.Controller';
- Properties -
OnChangedState
- OnChangedState: UnityEngine_Events.UnityEvent$2<CharacterState, CharacterState>;
- Called in sequence as currentState, previousState when the CharacterState of the ZepetoCharacter StateMachine changes.
OnUpdateState
- OnUpdateState: UnityEngine_Events.UnityEvent$1;
- Called when the CharacterState of the ZepetoCharacter StateMachine is in an Active state.
import { ZepetoScriptBehaviour } from 'ZEPETO.Script'
import {LocalPlayer, ZepetoCharacter, ZepetoPlayers} from "ZEPETO.Character.Controller";
export default class CharacterTest extends ZepetoScriptBehaviour {
private _zepetoCharacter: ZepetoCharacter;
Start() {
ZepetoPlayers.instance.OnAddedLocalPlayer.AddListener(() => {
this._zepetoCharacter = ZepetoPlayers.instance.LocalPlayer.zepetoPlayer.character;
this._zepetoCharacter.OnChangedState.AddListener((current, prev)=> {
console.log(`OnChangedState : [${prev}] -> [{${current}]`);
});
this._zepetoCharacter.OnUpdateState.AddListener((state)=> {
console.log(`OnUpdatedState : [${state}]`);
});
});
}
}
additionalJumpPower
- additionalJumpPower: number;
- Represents the additional jump power value to be assigned.
additionalRunSpeed
- additionalRunSpeed: number;
- Represents the additional run speed value to be assigned.
additionalWalkSpeed
- additionalWalkSpeed: number;
- Represents the additional walk speed value to be assigned.
constraintRotation
- constraintRotation: boolean;
- A boolean indicating if the character's rotation is restricted.
loadedCharacter
- Called when a ZepetoCharacter instance has finished loading.
- Accessors -
Context
- get Context(): Zepeto.ZepetoContext;
CurrentState
- get CurrentState(): CharacterState;
CurrentStateStatus
- get CurrentStateStatus(): StateStatus;
ElapsedTime
- get ElapsedTime(): number;
JumpPower
- get JumpPower(): number;
RunSpeed
- get RunSpeed(): number;
StateMachine
- get StateMachine(): CharacterStateMachine;
WalkSpeed
- get WalkSpeed(): number;
ZepetoAnimator
- get ZepetoAnimator(): UnityEngine.Animator;
baseJumpPower
- get baseJumpPower(): number;
baseRunSpeed
- get baseRunSpeed(): number;
baseWalkSpeed
- get baseWalkSpeed(): number;
characterController
- get characterController(): UnityEngine.CharacterController;
loadingStatus
- get loadingStatus(): ZEPETO_Character_Controller_ZepetoCharacter.LoadingStatus;
motionState
- get motionState(): MotionState;
tryDoubleJump
- get tryDoubleJump(): boolean;
tryJump
- get tryJump(): boolean;
tryMove
- get tryMove(): boolean;
- Methods -
CancelGesture()
- CancelGesture():void;
- Stops the playback of the animation clip playing via SetGesture.
ChangeStateAnimation()
- ChangeStateAnimation($state: CharacterState, $moveState: CharacterMoveState):void;
- ChangeStateAnimation($state: CharacterState, $jumpState: CharacterJumpState):void;
- ChangeStateAnimation($state: CharacterState, $landingState: CharacterLandingState):void;
- Changes to the specified state.
DeformDefaultProperties()
- DeformDefaultProperties():void;
- Resets the ZEPETO character's shape deformation items and changes to its default shape.
DeformDefaultCostume()
- DeformDefaultCostume():void;
- Resets the ZEPETO character's shape deformation items, changes to its default shape, and dresses it in the default ZEPETO costume.
DoubleJump()
- DoubleJump():void;
- Makes the character double jump with the currently set DoubleJump
GetBodyModifierProperties()
- GetBodyModifierProperties():Zepeto.ZepetoPropertyFlag[];
- If the ZEPETO character is wearing body deformation items, this returns information about which parts are being worn.
GetSocket()
- GetSocket($socket: KnowSockets):UnityEngine.Transform;
- GetSocket($socket: string):UnityEngine.Transform;
- Retrieves the transform of a specific part of the character.
Jump()
- Jump():void;
- Makes the character jump with the currently set Jump Power.
Move()
- Move($dir: UnityEngine.Vector2):void;
- Move($dir: UnityEngine.Vector3):void;
- Moves the character in a specified direction.
MoveContinuously()
- MoveContinuously($dir: UnityEngine.Vector2):void;
- MoveContinuously($dir: UnityEngine.Vector3):void;
- Continuously moves the character in the direction it is facing (on update).
MoveToPosition()
- MoveToPosition($pos: UnityEngine.Vector3):void;
- Moves the character to a specified position.
Release()
- Release():void;
- Releases the Zepeto character object from memory.
SetGesture()
- SetGesture($gesture: UnityEngine.AnimationClip):void;
- Plays the character's motion for the specified AnimationClip.
StopMoving()
- StopMoving():void;
- Stops the character's movement.
SyncStateAnimation()
- SyncStateAnimation():void;
- Ensures that the ZepetoCharacter plays the animationClip for its current CharacterState. Used for synchronization purposes.
Teleport()
- Teleport($pos: UnityEngine.Vector3, $rot: UnityEngine.Quaternion):void;
- Instantly moves the character to the specified transform.
Class : ZEPETOCameraControl
- Overview
- To control ZepetoCameraControl, add the following import statement to your script.
import { ZepetoCameraControl } from 'ZEPETO.Character.Controller;
- Accessors -
Enable
- set Enable(value: boolean);
- Determines whether camera control (zoom or rotation) input is enabled.
Class : CharacterStateMachine
- Overview
- To control CharacterStateMachine, add the following import statement to your script.
import { CharacterStateMachine } from 'ZEPETO.Character.Controller;
- Accessors -
constraintStateAnimation
- set constraintStateAnimation(value: boolean);
- Enables or disables the transition of animations being played in the CharacterStateMachine based on the CharacterState.
- Methods -
ChangeStateAnimation()
- ChangeStateAnimation($state: CharacterState):void;
- Makes the ZepetoCharacter play the animationClip corresponding to the provided state.
SyncStateAnimation()
- SyncStateAnimation():void;
- Ensures that the ZepetoCharacter plays the animationClip for its current CharacterState. Used for synchronization purposes.
Class : CharacterShadow
- Overview
- To control CharacterShadow, add the following import statement to your script.
import { CharacterShadow } from 'ZEPETO.Character.Controller;
- Properties -
target
- public target: UnityEngine.Transform;
- Represents the object that serves as the reference for adjusting the CharacterShadow's transform.
autoSyncTransform
- public autoSyncTransform: boolean;
- A flag indicating whether to correct the shadow's position.
Class : MotionState
- Accessors -
CurrentJumpState
- get CurrentJumpState(): ZEPETO_Character_Controller.CharacterJumpState;
- Returns the current jump state of the character.
CurrentLandingState
- get CurrentLandingState(): ZEPETO_Character_Controller.CharacterLandingState;
- Returns the current landing state of the character.
CurrentMoveState
- public get CurrentMoveState(): ZEPETO_Character_Controller.CharacterMoveState;
- Returns the current movement state of the character.
Gravity
- get Gravity(): number;
- set Gravity(value: number);
- Gets or sets the character's gravity value.
doubleJumpPower
- get doubleJumpPower(): number;
- set doubleJumpPower(value: number);
- Gets or sets the character's double jump power.
landingRollSpeed
- get landingRollSpeed(): number;
- set landingRollSpeed(value: number);
- Gets or sets the character's landing roll speed.
useDoubleJump
- get useDoubleJump(): boolean;
- set useDoubleJump(value: boolean);
- Gets or sets whether the character can use double jump.
useLanding
- public get useLanding(): boolean;
- public set useLanding(value: boolean);
- Gets or sets whether the character uses landing.
useLandingRoll
- public get useLandingRoll(): boolean;
- public set useLandingRoll(value: boolean);
- Gets or sets whether the character uses landing roll.
useMoveTurn
- public get useMoveTurn(): boolean;
- public set useMoveTurn(value: boolean);
- Gets or sets whether the character uses move turn.
Class : ZepetoCamera
- Overview
- To control ZepetoCamera, add the following import statement to the script.
import { ZepetoCamera } from 'ZEPETO.Character.Controller';
- Properties -
OnChangedState
- OnChangedState: UnityEvent$2<CameraState, CameraState>
- It is called sequentially with currentState, previousState when CameraState changes.
OnUpdateState
- OnUpdateState: UnityEvent$1
- It is called when CameraState is in the Active state.
additionalMaxZoomDistance
- additionalMaxZoomDistance: number
- Maximum zoom value to be additionally assigned.
additionalMinZoomDistance
- additionalMinZoomDistance: number
- Minimum zoom value to be additionally assigned.
additionalOffset
- additionalOffset: Vector3
- Offset value to be additionally assigned.
- Accessors -
CollisionLayer
- get CollisionLayer(): LayerMask
- set CollisionLayer(value): void
- You can get and set the Layer to apply the camera collision. However, Layers set as the Player Layer are not applied.
- Parameters
Name | Type |
---|---|
value | LayerMask |
FollowTarget
- get FollowTarget(): Transform
- The transform of the target the camera will follow. By default, it focuses on the HEAD_UPPER of the local player, and continues to follow during camera/character movement.
LockXAxis
- get LockXAxis(): boolean
- set LockXAxis(value): void
- (Vertical direction) Whether Rotation is locked or not
- Parameters
Name | Type |
---|---|
value | LayerMask |
LookOffset
- get LookOffset(): Vector3
-
- Standard location for Camera Focusing (based on Character Head)
MaxZoomDistance
- get MaxZoomDistance(): number
- Zoom Out Maximum Range
MinZoomDistance
- get MinZoomDistance(): number
- Zoom In Maximum Range
StateMachine
- get StateMachine(): StateMachine$1
- Returns the StateMachine object of ZepetoCamera
camera
- get camera(): Camera
- Camera object
cameraParent
- get cameraParent(): Transform
- Transform of the camera parent object
currentState
- get currentState(): CameraState
- Current CameraState
currentStateStatus
- get currentStateStatus(): StateStatus
- Current CameraStateStatus
distance
- get distance(): number
- Distance from the target
isFollow
- get isFollow(): boolean
- Whether following the target or not
position
- get position(): Vector3
- Current camera position value
rotation
- get rotation(): Quaternion
- Current camera rotation value
- Methods -
DoZoom
- DoZoom($delta): void
- Zoom by the parameter value
- Parameters
Name | Type |
---|---|
$delta | number |
Release
- Release(): void
- Release memory when the camera is no longer in use
Rotate
- Rotate($delta): void
- Rotate by the parameter value
- Parameters
Name | Type |
---|---|
$delta | Vector2 |
SetFollowTarget
- SetFollowTarget($target, $scaleReference?): void
- Set whether to follow the target or not
- Parameters
Name | Type |
---|---|
$target | Transform |
$scaleReference? | Transform |
Create
-
Static Create($camera, $data): ZepetoCamera
-
Create a camera
-
Parameters
Name Type $camera Camera $data CameraData
-
Enumeration
CharacterState
- Invalid = 0, Idle = 1, Walk = 2, Run = 3, JumpIdle = 4, JumpMove = 5, Teleport = 20, Gesture = 30, Move = 102, MoveTurn = 103, Jump = 104, Stamp = 106, Falling = 108, Landing = 109
CharacterMoveState
- None = -1, MoveWalk = 0, MoveRun = 1
CharacterJumpState
- None = -1, JumpIdle = 0, JumpMove = 1, JumpDash = 2, JumpDouble = 3
CharacterLandingState
- None = -1, LandingSlight = 0, LandingDeep = 1, LandingRoll = 2
KnowSockets
- HEAD_UPPER = 0
CameraState
- Idle = 0, Follow = 1
StateStatus
- Wait = 0, Enter = 1, Update = 2, End = 3, Leave = 4