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BUDDYWORKS Avatar Dynamics - Structure

FX Controller

Effect Layers

Structure of the effect layers, they are the same for both noseboop and headpat.
The controller makes heavy use of isLocal assumptions and will work different based on who is running it.

User (you): Process contact-checks, run the animation for yourself and also set the parameter AD/Noseboop or AD/Headpat to true for a brief time.

Remote (others): Listen for parameter AD/Noseboop or AD/Headpat to change, and run when that is true.

Remote does not perform contact checks, which makes it more reliable.

Sound Layer

The sound effect layer for the noseboop.
Will run whenever parameter AD/Noseboop is true, play a sound and shuffle AD/Random once done playing.
This is processed separately to ensure that you and remote players hear the same sound every time.

Parameters

Main Parameters [synced or unsynced]
  • AD/Noseboop [Bool]: Whenever the nose is booped. SFX listens to this value.
  • AD/Headpat [Bool]: Whenever the head is pat.
  • AD/Random [Int]: Used to select the audio clip for noseboops.
Support Parameters [always unsynced]
  • AD/Safety/Noseboop [Bool]: Determines whenever Nosebooping should work or not.
  • AD/Safety/Headpat [Bool]: Determines whenever Headpats should work or not.
  • AD/Safety/AllowSelf [Bool]: Controls whenever you can interact with yourself.