ZEPETO.Character.Controller
Type | Description |
|---|---|
Manager class designed for controlling both ZEPETO player and ZEPETO character. | |
SpawnInfo | Represents the spawning location of a ZEPETO character. |
Represents a ZEPETO character that can be loaded and controlled in a ZEPETO World. | |
CameraData | Represents the initial configuration for a ZepetoCamera. |
Represents the initial configuration for a ZepetoCharacter. | |
Represents the configuration for a ZepetoPlayerControl. | |
Class responsible for managing character-related UI settings. | |
LocalPlayer | Class designed to manage the local player's actions, including movement, costume customization, and ZEPETO camera interactions. |
ZepetoCamera | Camera control class designed for use within a ZEPETO Character Controller. |
ZepetoPlayer | Represents a ZEPETO player. |
Manages the input control for a ZEPETO player. | |
Manages the camera controls in a ZEPETO environment, including input handling for camera movement and zoom. | |
Represents the state of a ZEPETO character. | |
Represents the detailed moving state of a ZEPETO character. | |
Represents the detailed jumping state of a ZEPETO character. | |
Represents the detailed landing state of a ZEPETO character. | |
KnowSockets | Defines a set of known attachment points, referred to as sockets, on a character. |
MotionState | Class for managing character motion state and configuration. |
Class responsible for synchronizing the animator with the character state of a ZEPETO character. | |
StateMachine | StateMachine manages the States, Transitions, and Events. By updating states according to specified conditions and elapsed time, it enables the definition and control of diverse states for objects. |
StateStatus | Represents the possible statuses of a state within a state machine, indicating the current phase of the state's lifecycle. |
Represents the customized configuration for character motion. | |
Class responsible for managing the shadows of ZEPETO characters. | |
CameraState | Represents the state of a ZepetoCamera. |
Class designed to handle stick interactions in the ZEPETO environment. | |
Abstract class designed for creating UI controls in the ZEPETO environment. | |
Class designed to handle button interactions in the ZEPETO environment. | |
Class designed to handle touchpad interactions in the ZEPETO environment. | |
Class provides UI-based control for the local player's character. | |
InputHelper | Utility class designed to assist with input handling. |
Class responsible for handling character-related or general events within the ZEPETO World. | |
Base class for defining transitions between states in a state machine. | |
State | Represents a state within a state machine. |
Transition | Generic class for defining transitions between states in a state machine. |
Loading state of the ZEPETO character. | |
enum |
ZepetoPlayers
class
Manager class designed for controlling both ZEPETO player and ZEPETO character.
Properties
Name | Type | Description |
|---|---|---|
cameraData | CameraData | Configuration for a ZepetoCamera. |
characterData | Configuration for a ZepetoCharacter. | |
controllerData | Configuration for a ZepetoPlayerControl. | |
floatingUIData | Character-related UI settings. | |
instance (static) | Singleton instance of ZepetoPlayers. | |
LocalPlayer | LocalPlayer | Local player. |
ZepetoCamera | ZepetoCamera | ZEPETO Camera. |
Events
Name | Type | Description |
|---|---|---|
OnAddedLocalPlayer | UnityEvent | Event triggered when a local player instance is created. |
OnAddedPlayer | UnityEvent<string> | Event triggered when a player instance is created. |
OnRemovedPlayer | UnityEvent<string> | Event triggered when a player instance is removed. |
Methods
add_onInitialized
static add_onInitialized(value: Action) → void
Adds handler function for the event invoked when the ZepetoPlayers is initialized.
Parameter | Type |
|---|---|
value | Action |
remove_onInitialized
static remove_onInitialized(value: Action) → void
Removes handler function for the event invoked when the ZepetoPlayers is initialized.
Parameter | Type |
|---|---|
value | Action |
HasPlayer
HasPlayer(id: string) → boolean
Checks if a player instance associated with the specified session ID exists.
Parameter | Type | Description |
|---|---|---|
id | string | Session ID |
Returns: boolean
GetPlayer
GetPlayer(id: string) → ZepetoPlayer
Retrieves the player instance associated with the specified session ID.
Parameter | Type | Description |
|---|---|---|
id | string | Session ID |
Returns: ZepetoPlayer — Player object associated with the specified ID. If a player with the given ID does not exist, this will return null.
GetPlayerWithUserId
GetPlayerWithUserId(userId: string) → ZepetoPlayer
Retrieves the player instance associated with the specified user ID.
Parameter | Type | Description |
|---|---|---|
userId | string | User ID |
Returns: ZepetoPlayer — Player object associated with the specified user ID.
RemovePlayer
RemovePlayer(id: string) → void
Removes the player instance associated with the specified session ID.
Parameter | Type | Description |
|---|---|---|
id | string | Session ID |
DeformDefaultCostume
DeformDefaultCostume() → void
Removes the body deformation items worn by every player's character. Reverts to the default body shape and applies the default ZEPETO outfit.
DeformDefaultProperties
DeformDefaultProperties() → void
Removes the body deformation items worn by every player's character.
SpawnInfo
class
Represents the spawning location of a ZEPETO character.
Properties
Name | Type | Description |
|---|---|---|
Default (static) | SpawnInfo | Default spawning location. |
position | Vector3 | Location of ZEPETO character when spawned. |
rotation | Quaternion | Rotation of ZEPETO character when spawned. |
ZepetoCharacter
class
Represents a ZEPETO character that can be loaded and controlled in a ZEPETO World.
Properties
Name | Type | Description |
|---|---|---|
additionalWalkSpeed | number | Retrieves the additional walk speed. |
additionalRunSpeed | number | Retrieves the additional run speed. |
additionalJumpPower | number | Retrieves the additional jump power. |
constraintRotation | boolean | Determines whether the character's rotation is restricted. |
ZepetoAnimator | Animator | The animator for the ZEPETO character. |
WalkSpeed | number | Retrieves the total walking speed, which is the sum of the base speed and additional speed. |
RunSpeed | number | Retrieves the total running speed, which is the sum of the base speed and additional speed. |
JumpPower | number | Retrieves the total jumping power, which is the sum of the base power and additional power. |
baseWalkSpeed | number | Retrieves the base walking speed. |
baseRunSpeed | number | Retrieves the base running speed. |
baseJumpPower | number | Retrieves the base jump power. |
tryMove | boolean | Indicates whether the character is attempting to move. |
tryJump | boolean | Indicates whether the character is attempting to jump. |
tryDoubleJump | boolean | Indicates whether the character is attempting to double jump. |
motionState | MotionState | Motion state and configuration of the character. |
loadingStatus | Loading status of the character. | |
Context | ZepetoContext | ZEPETO Context of the character. |
StateMachine | State machine of the character. | |
CurrentState | Current state of the character defined in the state machine. | |
CurrentStateStatus | StateStatus | Status of the current state of the character, defined in the state machine. |
ElapsedTime | number | Time elapsed in seconds since the character was initialized. |
Events
Name | Type | Description |
|---|---|---|
OnChangedState | UnityEvent<CharacterState, CharacterState> | Event triggered when the character state changes. Registered listeners receive two parameters: - The new character state. (Type: CharacterState) - The previous character state. (Type: CharacterState) |
OnUpdateState | UnityEvent<CharacterState> | Event triggered when the character state is in the status of StateStatus.Update. Registered listeners receive a single parameter: - The current character state. (Type: CharacterState) |
Methods
SyncStateAnimation
SyncStateAnimation() → void
Synchronizes the animator with the current character state of the ZEPETO character.
ChangeStateAnimation
ChangeStateAnimation(state: CharacterState) → void
Plays the animation associated with the provided character state on the animator.
Parameter | Type | Description |
|---|---|---|
state | Character state representing the animation to play. |
ChangeStateAnimation
ChangeStateAnimation(state: CharacterState, moveState: CharacterMoveState) → void
Plays the animation associated with the provided character state on the animator.
Parameter | Type | Description |
|---|---|---|
state | Character state representing the animation to play. | |
moveState | Optional movement state for the animation when state is CharacterState.Move. |
ChangeStateAnimation
ChangeStateAnimation(state: CharacterState, jumpState: CharacterJumpState) → void
Plays the animation associated with the provided character state on the animator.
Parameter | Type | Description |
|---|---|---|
state | Character state representing the animation to play. | |
jumpState | Optional jump state for the animation when state is CharacterState.Jump. |
ChangeStateAnimation
ChangeStateAnimation(state: CharacterState, landingState: CharacterLandingState) → void
Plays the animation associated with the provided character state on the animator.
Parameter | Type | Description |
|---|---|---|
state | Character state representing the animation to play. | |
landingState | Optional landing state for the animation when state is CharacterState.Landing. |
Move
Move(dir: Vector2) → void
Moves the character in a specified direction.
Parameter | Type | Description |
|---|---|---|
dir | Vector2 | Direction in which the character should move. |
Move
Move(dir: Vector3) → void
Moves the character in a specified direction.
Parameter | Type | Description |
|---|---|---|
dir | Vector3 | Direction in which the character should move. |
MoveContinuously
MoveContinuously(dir: Vector2) → void
Continuously moves the character in a given direction based on the current orientation it is facing.
Parameter | Type | Description |
|---|---|---|
dir | Vector2 | Direction in which the character should move, based on the current orientation it is facing. |
MoveContinuously
MoveContinuously(dir: Vector3) → void
Continuously moves the character in a given direction based on the current orientation it is facing.
Parameter | Type | Description |
|---|---|---|
dir | Vector3 | Direction in which the character should move, based on the current orientation it is facing. |
MoveToPosition
MoveToPosition(pos: Vector3) → void
Moves the character to a specified position.
Parameter | Type | Description |
|---|---|---|
pos | Vector3 | Destination the character should move to. |
StopMoving
StopMoving() → void
Stops the character's movement.
Jump
Jump() → void
Makes the character jump.
DoubleJump
DoubleJump() → void
Makes the character double jump.
Teleport
Teleport(pos: Vector3, rot: Quaternion) → void
Instantly moves the character to the specified transform.
Parameter | Type | Description |
|---|---|---|
pos | Vector3 | Position to which the character will be teleported. |
rot | Quaternion | Rotation that the character will have after the teleportation. |
SetGesture
SetGesture(gesture: AnimationClip) → void
Plays the character's motion for the specified gesture.
Parameter | Type | Description |
|---|---|---|
gesture | AnimationClip | Gesture that the character will perform. |
CancelGesture
CancelGesture() → void
Stops the playback of the gesture.
GetSocket
GetSocket(socket: KnowSockets) → Transform
Retrieves the Transform of a socket of the character.
Parameter | Type | Description |
|---|---|---|
socket | KnowSockets | Socket (Attachment point). |
Returns: Transform — Transform component associated with the specified socket.
GetSocket
GetSocket(socket: string) → Transform
Retrieves the Transform of a socket of the character.
Parameter | Type | Description |
|---|---|---|
socket | string | Name of the socket (attachment point). |
Returns: Transform — Transform component associated with the specified socket.
GetBodyModifierProperties
GetBodyModifierProperties() → ZepetoPropertyFlag[]
Retrieves the character properties associated with any body deformation items worn by the character.
Returns: ZepetoPropertyFlag[] — Character properties associated with the body deformation items worn by the character.
DeformDefaultProperties
DeformDefaultProperties() → void
Removes the body deformation items worn by the character and reverts to the default body shape.
DeformDefaultCostume
DeformDefaultCostume() → void
Removes the body deformation items worn by the character, reverts to the default body shape, and applies the default ZEPETO outfit.
add_loadedCharacter
add_loadedCharacter(value: Action) → void
Adds a callback function to handle the completion of character loading.
Parameter | Type |
|---|---|
value | Action |
remove_loadedCharacter
remove_loadedCharacter(value: Action) → void
Removes a callback function to handle the completion of character loading.
Parameter | Type |
|---|---|
value | Action |
CameraData
class
Represents the initial configuration for a ZepetoCamera.
Properties
Name | Type | Description |
|---|---|---|
cameraPrefab | GameObject | Prefab to initialize ZepetoCamera. |
maxZoomDistance | number | Default maximum distance the camera can zoom out from the target. |
minZoomDistance | number | Default minimum distance the camera can zoom in towards the target. |
maxPitch | number | Maximum vertical angle at which the camera rotates around the target. |
minPitch | number | Minimum vertical angle at which the camera rotates around the target. |
offset | Vector3 | Default offset of the camera from its target. |
lockXAxis | boolean | Indicates whether the camera's X-axis rotation is locked. |
layer | LayerMask | Defines the layers with which the camera can collide. |
collisionTimeThreshold | number | Time threshold for camera collision detection, affecting how quickly the camera responds to collisions. |
zoomSpeed | number | Speed of zooming in and out. |
zoomDampSpeed | number | Interpolation speed for zooming in and out. |
rotationSpeed | number | Speed of rotation. |
rotationDampSpeed | number | Interpolation speed for rotation. |
characterCulling | boolean | Indicates whether to enable character culling to prevent rendering issues at close camera distances. |
targetScaleWeight | number | Weight applied to the target's scale to adjust the camera's position and behavior. |
CharacterData
class
Represents the initial configuration for a ZepetoCharacter.
Properties
Name | Type | Description |
|---|---|---|
slopeLimit | number | Steepest degree the character can ascend. |
stepOffset | number | Maximum vertical height difference the character can move over. |
skinWidth | number | Skin width for collision detection, preventing the character from entering into other colliders. |
minMoveDistance | number | Smallest gap the character can move. |
center | Vector3 | Center point of the character's collider. |
radius | number | Radius of the character's collider capsule. |
height | number | Height of the character's collider capsule. |
layer | LayerMask | Defines the layers with which the character can collide. |
shadow | GameObject | Visual representation of the character's shadow. |
animatorController | RuntimeAnimatorController | Animator controller for the character. |
walkSpeed | number | Walking speed of the character. |
runSpeed | number | Running speed of the character. |
jumpPower | number | Jump power of the character. |
customMotionData | Customized configuration for character motion. |
ControllerData
class
Represents the configuration for a ZepetoPlayerControl.
Properties
Name | Type | Description |
|---|---|---|
inputAsset | InputActionAsset | Container for input actions and bindings used to manage complex input setups. |
eventSystem | GameObject | Processes user inputs and conveys them to the UI components. It handles interactions like button clicks, drags, drops, etc. |
useDefaultVirtualController | boolean | Determines whether to use the default V-Pad. |
useDefaultInputController | boolean | Determines whether to use the default input controller. |
verticalController | GameObject | V-pad controller prefab for vertical screen orientation. |
horizontalController | GameObject | V-pad controller prefab for horizontal screen orientation. |
FloatingUIData
class
Class responsible for managing character-related UI settings.
Properties
Name | Type | Description |
|---|---|---|
showNickNameLocalPlayer | boolean | Determines whether to display the local player's character nickname UI. |
showNickNameOtherPlayers | boolean | Determines whether to display the character nickname UI for other players. |
showBubbleChatLocalPlayer | boolean | Determines whether to display the local player's character bubble chat UI. |
showBubbleChatOtherPlayers | boolean | Determines whether to display the character bubble chat UI for other players. |
useMiniProfileOnApp | boolean | Determines whether to show the mini-profile pop-up UI when clicking on a character. |
LocalPlayer
class
Class designed to manage the local player's actions, including movement, costume customization, and ZEPETO camera interactions.
Properties
Name | Type | Description |
|---|---|---|
movingAxis | Transform | Movement central axis of the local player's ZEPETO character. |
zepetoCamera | ZepetoCamera | ZEPETO camera instance associated with the local player. |
zepetoPlayer | ZepetoPlayer | ZEPETO player instance associated with the local player. |
Methods
SetCostume
SetCostume(itemCode: string, complete?: Action) → void
Changes the costume of the local player's ZEPETO character. Throws a general Exception.
Parameter | Type | Description |
|---|---|---|
itemCode | string | Item ID of the costume. |
complete (optional) | Action | Callback function to handle the completion. |
Jump
Jump() → void
Makes the local player's ZEPETO character jump.
DoubleJump
DoubleJump() → void
Makes the local player's ZEPETO character double jump.
Move
Move(dir: Vector2) → void
Moves the local player's ZEPETO character in a specified direction.
Parameter | Type | Description |
|---|---|---|
dir | Vector2 | Direction in which the character should move. |
Move
Move(dir: Vector3) → void
Moves the local player's ZEPETO character in a specified direction.
Parameter | Type | Description |
|---|---|---|
dir | Vector3 | Direction in which the character should move. |
StopMoving
StopMoving() → void
Stops the local player's ZEPETO character.
ZepetoCamera
class
Camera control class designed for use within a ZEPETO Character Controller.
Properties
Name | Type | Description |
|---|---|---|
additionalMaxZoomDistance | number | Extra distance added to the default maximum zoom value. |
additionalMinZoomDistance | number | Extra distance added to the default minimum zoom value. |
additionalOffset | Vector3 | Additional offset applied to the camera's position relative to its target. |
currentState | CameraState | Retrieves the current camera state. |
currentStateStatus | StateStatus | Retrieves the status of the current camera state. |
position | Vector3 | Retrieves the current camera position value. |
rotation | Quaternion | Retrieves the current camera rotation value. |
distance | number | Distance from the target. |
cameraParent | Transform | Transform of the camera parent object. |
isFollow | boolean | Retrieves the flag indicating whether the camera is following the target. |
StateMachine | Retrieves the camera state machine. | |
FollowTarget | Transform | Retrieves the Transform of the target. By default, this is set to be the HEAD_UPPER of the local player's character. |
MaxZoomDistance | number | Calculated maximum distance the camera can zoom out from the target. |
MinZoomDistance | number | Calculated minimum distance the camera can zoom in towards the target. |
LookOffset | Vector3 | Calculated offset of the camera from its target. |
LockXAxis | boolean | Indicates whether the camera's X-axis rotation is locked. |
CollisionLayer | LayerMask | Defines the layers with which the camera can collide. |
targetScaleWeight | number | Weight applied to the target's scale to adjust the camera's position and behavior. |
useCharacterCulling | boolean | Indicates whether to enable character culling to prevent rendering issues at close camera distances. |
zoomSpeed | number | Speed of zooming in and out. |
zoomDampSpeed | number | Interpolation speed for zooming in and out. |
rotationSpeed | number | Speed of rotation. |
rotationDampSpeed | number | Interpolation speed for rotation. |
camera | Camera | Unity Camera. |
Events
Name | Type | Description |
|---|---|---|
OnChangedState | UnityEvent<CameraState, CameraState> | Event triggered when the camera state changes. Registered listeners receive two parameters: - The new camera state. (Type: CameraState) - The previous camera state. (Type: CameraState) |
OnUpdateState | UnityEvent<CameraState> | Event triggered when the current camera state is in the status of StateStatus.Update. Registered listeners receive a single parameter: - The current camera state. (Type: CameraState) |
Methods
Create
static Create(camera: Camera, data: CameraData) → ZepetoCamera
Creates a ZepetoCamera instance.
Parameter | Type | Description |
|---|---|---|
camera | Camera | Unity Camera object to be used as the basis for the ZepetoCamera. |
data | CameraData | Initial configuration for the ZepetoCamera. |
Returns: ZepetoCamera — New instance of ZepetoCamera.
SetFollowTarget
SetFollowTarget(target: Transform, scaleReference?: Transform) → void
Sets the follow target for the camera.
Parameter | Type | Description |
|---|---|---|
target | Transform | Transform representing the object that the camera should follow. |
scaleReference (optional) | Transform | Transform used as a reference for scaling the camera's follow behavior. If provided, the camera will adjust its distance towards the target based on the scale of this reference. |
Rotate
Rotate(delta: Vector2) → void
Rotates the camera.
Parameter | Type | Description |
|---|---|---|
delta | Vector2 | Roate amount. |
DoZoom
DoZoom(delta: number) → void
Zooms the camera.
Parameter | Type | Description |
|---|---|---|
delta | number | Zoom amount. |
ZepetoPlayer
class
Represents a ZEPETO player.
Properties
Name | Type | Description |
|---|---|---|
userId | string | Player's user ID, a unique randomized ID assigned upon account creation. |
name | string | Player's user name, set by the user in the ZEPETO App. |
character | ZEPETO character of the player. | |
isLocalPlayer | boolean | Indicates whether it is a local player. |
Methods
GetProfileTextureAsync
GetProfileTextureAsync(complete: Action<Texture2D>) → void
Retrieves the profile image of the player. Throws a general Exception.
Parameter | Type | Description |
|---|---|---|
complete | Action<Texture2D> | Callback function to handle the retrieved profile image. |
Release
Release() → void
Releases the ZEPETO player object.
ZepetoPlayerControl
class
Manages the input control for a ZEPETO player.
Methods
Create
static Create(playerActions: PlayerActions) → ZepetoPlayerControl
Creates a ZepetoPlayerControl instance.
Parameter | Type | Description |
|---|---|---|
playerActions | PlayerActions | Set of input actions to be associated with the ZepetoPlayerControl. |
Returns: ZepetoPlayerControl — New instance of ZepetoPlayerControl. Instance is attached to a new game object and ready to handle player input actions.
ZepetoCameraControl
class
Manages the camera controls in a ZEPETO environment, including input handling for camera movement and zoom.
Methods
Create
static Create(cameraActions: CameraActions) → ZepetoCameraControl
Creates a ZepetoCameraControl instance.
Parameter | Type | Description |
|---|---|---|
cameraActions | CameraActions | Set of camera actions to be associated with the ZepetoCameraControl. These actions define how the camera will respond to user input. |
Returns: ZepetoCameraControl — New instance of ZepetoCameraControl. Instance is attached to a new game object and ready to handle camera input actions.
CharacterState
enum
Represents the state of a ZEPETO character.
Name | Value | Description |
|---|---|---|
Invalid | 0 | Uninitialized or invalid. |
Idle | 1 | Character is not engaged in any movement or action. |
Walk | 2 | Character is moving at a slow pace. |
Run | 3 | Character is moving quickly. |
JumpIdle | 4 | Character is jumping in place. |
JumpMove | 5 | Character is jumping in a direction, combining the vertical leap with horizontal motion. |
Teleport | 20 | Character is moving from one location to another without traversing the space in between. |
Gesture | 30 | Character is performing a gesture. |
Move | 102 | General moving state. |
MoveTurn | 103 | Character is changing the movement direction. |
Jump | 104 | General jumping state. |
Stamp | 106 | Character is performing a stamp. |
Falling | 108 | Character is in free fall. |
Landing | 109 | Character is returning to the ground after falling. |
CharacterMoveState
enum
Represents the detailed moving state of a ZEPETO character.
Name | Value | Description |
|---|---|---|
None | -1 | None. |
MoveWalk | 0 | Moving at a slow pace. |
MoveRun | 1 | Moving quickly. |
CharacterJumpState
enum
Represents the detailed jumping state of a ZEPETO character.
Name | Value | Description |
|---|---|---|
None | -1 | None. |
JumpIdle | 0 | Jumping in place. |
JumpMove | 1 | Jumping in a direction, combining the vertical leap with horizontal motion. |
JumpDash | 2 | Jumping quickly. |
JumpDouble | 3 | Performing a second jump while already in a jump. |
CharacterLandingState
enum
Represents the detailed landing state of a ZEPETO character.
Name | Value | Description |
|---|---|---|
None | -1 | None. |
LandingSlight | 0 | In a landing with minor impact. |
LandingDeep | 1 | In a landing with significant impact. |
LandingRoll | 2 | In a landing roll. |
KnowSockets
enum
Defines a set of known attachment points, referred to as sockets, on a character.
Name | Value | Description |
|---|---|---|
HEAD_UPPER | 0 | Represents the top part of the character's head. |
MotionState
class
Class for managing character motion state and configuration.
Properties
Name | Type | Description |
|---|---|---|
useDoubleJump | boolean | Determines whether the character can perform a double jump. |
doubleJumpPower | number | Additional force applied during a double jump. |
useLanding | boolean | Determines whether to apply landing motion. |
useLandingRoll | boolean | Determines whether the character performs a roll upon landing. |
landingRollSpeed | number | Gets or sets the character's landing roll speed. |
useMoveTurn | boolean | Determines whether to play a motion for changing the character's movement direction. |
gravity | number | Gravitational force applied to the character. |
currentJumpState | Retrieves the current jump state of the character. | |
currentLandingState | Retrieves the current landing state of the character. | |
currentMoveState | Retrieves the current movement state of the character. |
CharacterStateMachine
class · extends StateMachine<CharacterState>
Class responsible for synchronizing the animator with the character state of a ZEPETO character.
Properties
Name | Type | Description |
|---|---|---|
constraintStateAnimation | boolean | Determines whether to synchronize the animator with the current character state of the ZEPETO character. If set to true, the animator state will not be updated based on the current character state. |
Methods
SyncStateAnimation
SyncStateAnimation() → void
Synchronizes the animator with the current character state of the ZEPETO character.
ChangeStateAnimation
ChangeStateAnimation(state: CharacterState) → void
Plays the animation associated with the provided character state on the animator.
Parameter | Type | Description |
|---|---|---|
state | Character state representing the animation to play. |
StateMachine
class
StateMachine manages the States, Transitions, and Events. By updating states according to specified conditions and elapsed time, it enables the definition and control of diverse states for objects.
Properties
Name | Type | Description |
|---|---|---|
OnChangedState | Action<TEnum, TEnum> | Event triggered when the camera state changes. Registered listeners receive two parameters: - The new state. - The previous state. |
Events | Provides an array of all the events defined in the state machine. | |
Current | State<TEnum> | Retrieves the current state. |
Prev | State<TEnum> | Retrieves the previous state. |
IsRunning | boolean | Indicates whether the state machine is actively processing states and transitions. |
stateCount | number | Retrieves the count of states defined in the state machine. |
transitionCount | number | Retrieves the count of transitions defined in the state machine. |
Methods
FindState
FindState(state: TEnum, success: Action<State<TEnum>>, failed: Action) → void
Finds a state within the state machine and executes a callback on success.
Parameter | Type | Description |
|---|---|---|
state | TEnum | State to find within the state machine. |
success | Action<State<TEnum>> | Callback function to handle the found State. |
failed | Action | Callback function to handle the case when the state is not found. |
FindTransitions
FindTransitions(from: TEnum, success: Action<Transition<TEnum>[]>, failed: Action) → void
Finds transitions within the state machine and executes a callback on success.
Parameter | Type | Description |
|---|---|---|
from | TEnum | State from which the transition starts. |
success | Action<Transition<TEnum>[]> | Callback function to handle the found array of Transition. |
failed | Action | Callback function to handle the case when transitions are not found. |
FindTransition
FindTransition(from: TEnum, to: TEnum, success: Action<Transition<TEnum>>, failed: Action) → void
Finds a transition within the state machine and executes a callback on success.
Parameter | Type | Description |
|---|---|---|
from | TEnum | State from which the transition starts. |
to | TEnum | State to which the transition will occur. |
success | Action<Transition<TEnum>> | Callback function to handle the found Transition. |
failed | Action | Callback function to handle the case when the transition is not found. |
Start
Start(state: TEnum) → void
Initiates the processing of the state machine.
Parameter | Type | Description |
|---|---|---|
state | TEnum | State from which the state machine will start its processing. |
Update
Update(deltaTime: number) → void
Updates the current state and transition of the state machine.
Parameter | Type | Description |
|---|---|---|
deltaTime | number | Time elapsed in seconds since the last Update call. |
Stop
Stop() → void
Stops the processing of the state machine.
EnterState
EnterState(state: TEnum) → void
Transitions the state machine into a specified state.
Parameter | Type | Description |
|---|---|---|
state | TEnum | The state to which the state machine will transition. |
LeaveState
LeaveState(nextState: TEnum) → void
The state machine exits the current state.
Parameter | Type | Description |
|---|---|---|
nextState | TEnum | The next state to be handled by the current state's OnLeave. |
StateStatus
enum
Represents the possible statuses of a state within a state machine, indicating the current phase of the state's lifecycle.
Name | Value | Description |
|---|---|---|
Wait | 0 | The state is inactive and waiting to be entered. |
Enter | 1 | The state is in the process of being entered. |
Update | 2 | The state is active and its logic is being executed. |
End | 3 | The state has completed its active phase and is ready to end. |
Leave | 4 | The state is in the process of being exited. |
CustomMotionData
class
Represents the customized configuration for character motion.
Properties
Name | Type | Description |
|---|---|---|
useDoubleJump | boolean | Determines whether the character can perform a double jump. |
doubleJumpPower | number | Additional force applied during a double jump. |
useLanding | boolean | Determines whether to apply landing motion. |
useLandingRoll | boolean | Determines whether the character performs a roll upon landing. |
landingRollSpeed | number | Playback speed of landing roll motion. |
useMoveTurn | boolean | Determines whether to play a motion for changing the character's movement direction. |
gravity | number | Gravitational force applied to the character. |
walkThreshold | number | Minimum input value required to trigger acceleration for walking motion. |
runThreshold | number | Minimum input value required to switch motion from walking to running. |
fallingTimeThreshold | number | Minimum falling time duration to determine if the character has entered a falling state. |
fallingSpeedThreshold | number | Mimum falling speed to determine if the character has entered a falling state. |
landingTimeThreshold | number | Minimum landed time duration to determine if the character has landed. |
landingSpeedThreshold | number | Minimum falling speed to determine if the character can perform additional actions upon landing. |
landingImpactSpeedThreshold | number | Minimum falling speed to determine if the character experiences a greater impact upon landing. |
landingRollSpeedThreshold | number | Maximum falling speed required to trigger a landing roll. |
moveTurnAngleThreshold | number | Minimum turning angle required to trigger a turning motion. |
moveTurnSpeedThreshold | number | Minimum moving speed required to trigger a turning motion. |
moveTurnTimeThreshold | number | Time duration of the turning motion. |
jumpDashSpeedThreshold | number | Minimum jump speed required to trigger a dash. |
walkClipBaseSpeed | number | Base speed of the walking motion. |
stampClipNormalizedTime | number | Time duration of the stamp motion. |
landingClipNormalizedTime | number | Time duration of the landing motion. |
landingRollClipNormalizedTime | number | Time duration of the landing roll motion. |
moveTurnClipNormalizedTime | number | Time duration of the turning motion. |
CharacterShadow
class
Class responsible for managing the shadows of ZEPETO characters.
Properties
Name | Type | Description |
|---|---|---|
target | Transform | Represents the object that serves as the transform reference. |
autoSyncTransform | boolean | Determines whether to synchronize the shadow position to the target. |
CameraState
enum
Represents the state of a ZepetoCamera.
Name | Value | Description |
|---|---|---|
Idle | 0 | Camera is not following the target. |
Follow | 1 | Camera is following the target. |
ZepetoScreenStick
class · extends ZepetoScreenControl
Class designed to handle stick interactions in the ZEPETO environment.
Events
Name | Type | Description |
|---|---|---|
OnPointerDownEvent | UnityEvent | Event triggered when the stick is pressed down. |
OnDragEvent | UnityEvent<Vector2> | Event triggered when the stick is being dragged. |
OnPointerUpEvent | UnityEvent | Event triggered when the stick is released. |
Methods
OnDrag
OnDrag(eventData: PointerEventData) → void
Manages the drag behavior, calculating the position delta and clamping it within the specified movement range. Triggers OnDragEvent with the normalized position value. Throws ArgumentNullException.
Parameter | Type | Description |
|---|---|---|
eventData | PointerEventData | Data related to the drag event. |
ZepetoScreenControl
class
Abstract class designed for creating UI controls in the ZEPETO environment.
Methods
OnPointerDown
OnPointerDown(eventData: PointerEventData) → void
Handles events when the user presses a UI control.
Parameter | Type | Description |
|---|---|---|
eventData | PointerEventData | Data related to the pointer down event. |
OnPointerUp
OnPointerUp(eventData: PointerEventData) → void
Handles events when the user releases a UI control.
Parameter | Type | Description |
|---|---|---|
eventData | PointerEventData | Data related to the pointer up event. |
ZepetoScreenButton
class · extends ZepetoScreenControl
Class designed to handle button interactions in the ZEPETO environment.
Events
Name | Type | Description |
|---|---|---|
OnPointDownEvent | UnityEvent | Event triggered when the button is pressed down. |
OnPointUpEvent | UnityEvent | Event triggered when the button is released. |
ZepetoScreenTouchpad
class · extends ZepetoScreenControl
Class designed to handle touchpad interactions in the ZEPETO environment.
Properties
Name | Type | Description |
|---|---|---|
canvasGroupTouchPadBackground | CanvasGroup | Canvas group component used to manage the opacity and interaction of the touchpad's background. |
touchPadBackgroundCurve | AnimationCurve | Animation curve for the touchpad's background fade in and out effect. |
touchHandle | RectTransform | RectTransform component representing the touch handle. |
touchHandleAnimator | Animator | Animator component used to animate the touch handle. |
touchHandleOrigin | RectTransform | RectTransform for the original position of the touch handle. |
touchHandleOriginAnimator | Animator | Animator component for the touch handle's origin point. |
Events
Name | Type | Description |
|---|---|---|
OnPointerDownEvent | UnityEvent | Event triggered when the touchpad is pressed down. |
OnDragEvent | UnityEvent<Vector2> | Event triggered when the touchpad is being dragged. |
OnPointerUpEvent | UnityEvent | Event triggered when the touchpad is released. |
Methods
OnPointerClick
OnPointerClick(eventData: PointerEventData) → void
Handles click events on the touchpad. Throws ArgumentNullException.
Parameter | Type | Description |
|---|---|---|
eventData | PointerEventData | Data related to the drag event. |
OnDrag
OnDrag(eventData: PointerEventData) → void
Manages the drag behavior, calculating the position delta and clamping it within the specified movement range. Triggers OnDragEvent with the normalized position value. Throws ArgumentNullException.
Parameter | Type | Description |
|---|---|---|
eventData | PointerEventData | Data related to the drag event. |
UIZepetoPlayerControl
class
Class provides UI-based control for the local player's character.
Methods
StartMoving
StartMoving() → void
Sets the moving flag of the local player's character to true.
Move
Move(delta: Vector2) → void
Sets the moving direction of local player's ZEPETO character.
Parameter | Type |
|---|---|
delta | Vector2 |
StopMoving
StopMoving() → void
Stops the local player's ZEPETO character.
Jump
Jump() → void
Makes the local player's ZEPETO character jump.
DoubleJump
DoubleJump() → void
Makes the local player's ZEPETO character double jump.
Update
Update() → void
Updates the moving direction of local player's ZEPETO character.
InputHelper
class
Utility class designed to assist with input handling.
Methods
IsPointerOverUIObjectCurrentPosition
static IsPointerOverUIObjectCurrentPosition() → boolean
Determines if the pointer is currently over a UI object.
Returns: boolean — Returns true if the pointer is over a UI object.
IsPointerOverUIObject
static IsPointerOverUIObject(position: Vector2) → boolean
Checks if the specified position on the screen is over a UI element.
Parameter | Type | Description |
|---|---|---|
position | Vector2 | Position on the screen. |
Returns: boolean — Returns true if the position is over a UI object.
EventReceiver
class
Class responsible for handling character-related or general events within the ZEPETO World.
Events
Name | Type | Description |
|---|---|---|
OnCharacterClick (static) | UnityEvent<string, ZepetoContext> | Event triggered when the character is clicked. |
OnCharacterProfileClick (static) | UnityEvent<string, ZepetoContext> | Event triggered when the character's profile is clicked. |
OnClick (static) | UnityEvent<number> | General-purpose click event that can be used for various interactive elements. |
TransitionBase
class
Base class for defining transitions between states in a state machine.
Properties
Name | Type | Description |
|---|---|---|
To | TEnum | State to which the transition will occur. |
Duration | number | Time duration the transition should take from start to end (in seconds). |
Status | StateStatus | Status of the transition. |
IsRunning | boolean | Indicates whether the transition is currently in the status of StateStatus.Enter or StateStatus.Update. |
Methods
Check
Check() → boolean
Checks if the conditions for invoking a transition are met.
Returns: boolean — true if the transition's conditions are met.
State
class
Represents a state within a state machine.
Properties
Name | Type | Description |
|---|---|---|
OnUpdateState | Action<TEnum> | Callback function to handle the state update. |
stateType | TEnum | Type of the state. |
Status | StateStatus | Status of the state. |
Transition
class · extends TransitionBase<TEnum>
Generic class for defining transitions between states in a state machine.
Properties
Name | Type | Description |
|---|---|---|
From | TEnum | State from which the transition starts. |
ZepetoCharacter.LoadingStatus
enum
Loading state of the ZEPETO character.
Name | Value | Description |
|---|---|---|
NotLoaded | 0 | Character has not yet begun the loading process. |
Loading | 1 | Character is currently in the loading process. |
Loaded | 2 | Character has fully loaded. |
Error | 3 | Error occured during the loading process. |
PlayerControlMode
enum
Name | Value |
|---|---|
Default | 0 |
WalkOnly | 1 |
RunOnly | 2 |