Let’s move on! This one may be going over some things you already know, but let’s just check in.
The Action Layer
The Action Playable Layer is special. It is weighted to zero by default! We intend for users to use the Action Playable Layer a bit like Emotes in Live-- things that run a little long, and that are Transform animations.
In other words, in order to use the Action Layer, you must blend the weight of the whole layer to 1.0 using the Playable Layer control State Behavior! Otherwise, you won’t see your animation. You’ll probably want to also set the weight of your animator layers to zero by default as well and blend into them, so you don’t accidentally play a bunch of animations blended into each other when the Playable blends on.
The AFK Parameter
Second concept: The AFK parameter! This one is easy. “AFK” is a Bool parameter. When we detect that your headset is off (via the proximity sensor), this gets set to True. It is also set to True when a desktop user presses the End key.
As an aside, this also gets set to True when SteamVR is up. This is a behavior of SteamVR, and as far as I’m aware, we don’t get to change this behavior. ¯\_(ツ)_/¯
So, what do you do with this? Easy! When you go AFK, you can use the parameter to animate something! In our Default controller, you go into a bit of a floaty Zen-like lotus pose, and rotate a bit. The Transform animations are all done in the Action layer.
So, this step is pretty easy, and you might’ve already done it! Create an animation that fires off when you go AFK. Animate some transforms in the Action layer (don’t forget the blending), maybe even do something fancy elsewhere. Up to you!