Emote System V2.0

The BlinkBox Emote System brings expression to your game. It allows players to perform animations, gestures, and dances, complete with audio, props, and environmental effects. The new V2.0 update introduces a streamlined Prefab-Based Architecture for easier management.

Pro Tip: Emotes are high-value cosmetic items that significantly boost shop revenue.

V2.0 Architecture Features

Prefab-Based Workflow

Each emote is now a self-contained prefab. This includes the character animation, attached props, and particle effects in one package.

Performance Optimized

Uses object pooling and prefab caching to minimize instantiation lag. Memory management is handled automatically.

Audio Integration

Sync sound effects or music clips directly with the animation timeline. Supports volume control and 3D spatial blend.

Rarity System

Built-in support for rarity tiers (Common, Rare, Epic, Legendary), allowing for tiered pricing and visual distinction.

Emote Creation Editor

The system includes a dedicated editor window to simplify the creation process.

Path: Window > BlinkBox > Emote Creation Editor

Capabilities

  • Animation Preview: Scrub through animations in real-time within the editor.
  • Prop Attachment: Drag and drop props to attach them to character bones (e.g., placing a radio in the hand).
  • Prefab Builder: One-click generation of the final Emote Prefab ready for the shop.
  • Validation: Automatic checks to ensure all required components are present.

Quick Start Guide

  1. Open the Emote Creation Editor.
  2. Go to the "Emote Selection" tab and click "Create New Emote".
  3. Assign your Animation Clip in the "Animation Setup" tab.
  4. (Optional) Add props or audio in the "Prefab Creation" tab.
  5. Click "Create Emote Prefab".
  6. Assign the generated EmoteData to your Shop Item.

Multiplayer Synchronization

The system handles network replication automatically. When a player triggers an emote:

1. Local client sends RPC to server.
2. Server validates ownership and cooldowns.
3. Server broadcasts "PlayEmote(ID)" to all clients.
4. Clients load the Emote Prefab from the pool and play it on the target player.