If true, the animation will clamp when finished
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Set to true to loop the animation
Optional
minThe normalized offset to start the animation at. This will override startTime
Optional
minThe animation min-max speed range
If true, the animation will start playing when the component is enabled
If true, the animation will start at a random time. This is used when the animation component is enabled
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
The animation actions
true if the object is enabled and active in the hierarchy
Get the first animation clip in the animations array
Set the first animation clip in the animations array
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
Forward (0,0,-1) vector in world space
Is any animation playing?
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
Right (1,0,0) vector in world space
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Up (0,1,0) vector in world space
Appends an event listener for events whose type attribute value is type. The callback argument sets the callback that will be invoked when the event is dispatched.
The options argument sets listener-specific options. For compatibility this can be a boolean, in which case the method behaves exactly as if the value was specified as options's capture.
When set to true, options's capture prevents callback from being invoked when the event's eventPhase attribute value is BUBBLING_PHASE. When false (or not present), callback will not be invoked when event's eventPhase attribute value is CAPTURING_PHASE. Either way, callback will be invoked if event's eventPhase attribute value is AT_TARGET.
When set to true, options's passive indicates that the callback will not cancel the event by invoking preventDefault(). This is used to enable performance optimizations described in § 2.8 Observing event listeners.
When set to true, options's once indicates that the callback will only be invoked once after which the event listener will be removed.
If an AbortSignal is passed for options's signal, then the event listener will be removed when signal is aborted.
The event listener is appended to target's event listener list and is not appended if it has the same type, callback, and capture.
Destroys this component (and removes it from the object)
Dispatches a synthetic event event to target and returns true if either event's cancelable attribute value is false or its preventDefault() method was not invoked, and false otherwise.
Optional
earlyfirst callback in a frame (called every frame when implemented)
Get an animation action by the animation clip name
Optional
latelate callback in a frame (called every frame when implemented)
Optional
oncalled after the scene was rendered
Optional
oncalled before the scene gets rendered in the main update loop
Optional
onCalled before the XR session is requested. Use this callback if you want to modify the session init features
Optional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onCalled for all scripts when the context gets paused or unpaused
Optional
onCalled when an object (or any child object) is clicked (needs a EventSystem in the scene)
Optional
onCalled when a button is started to being pressed on an object (or a child object)
Optional
onCalled when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object)
Optional
onCalled when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore)
Optional
onCalled when a pointer (mouse, touch, xr controller) is moving over an object (or a child object)
Optional
onCalled when a button is released (which was previously pressed in onPointerDown
)
Optional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
oncalled when you decorate fields with the @validate() decorator
Optional
prop: stringthe name of the field that was changed
Optional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllercallback when a controller is removed while in a XR session
OR when the component becomes inactive during a running XR session
Pause all animations or a specific animation clip or index
Optional
clip: AnimationIdentifieroptional animation clip, index or name, if undefined all animations will be paused
if true, the animation will be resumed
Play an animation clip or an clip at the specified index.
the animation clip, index or name to play. If undefined, the first animation in the animations array will be played
Optional
options: PlayOptionsthe play options. Use to set the fade duration, loop, speed, start time, end time, clampWhenFinished
a promise that resolves when the animation is finished (note that it will not resolve if the animation is looping)
Optional
resolvecalled on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them)
Resume all paused animations.
Note that this will not fade animations in or out and just unpause previous animations. If an animation was faded out which means it's not running anymore, it will not be resumed.
Optional
startcalled at the beginning of a frame (once per component)
starts a coroutine (javascript generator function)
yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
Stops a specific animation clip or index. If clip is undefined then all animations will be stopped
Optional
clip: AnimationIdentifierOptional
opts: Pick<PlayOptions, "fadeDuration">Stops all currently playing animations
Optional
opts: Pick<PlayOptions, "fadeDuration">Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Animation component to play animations on a GameObject