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The above script should basically be it. In addition to the script I just had a prefab with some random clipTransition with an event, animancer...
I did some non-networked experimenting and narrowed it down to the part where I save the state at the end of the update and re-apply the saved...
I actually noticed that its not the MoveTime causing it, even if I just set .Time it'll still repeat. Another interesting thing is, when I log the...
I noticed it was indeed related to my syncing, but the weird thing is that on the host that I was testing on, being the source of truth, the...
It seems my animancer events are firing for every tick that the state is playing past the Event start time. Because I'm networking stuff I'm never...
Mostly the weight is rolled backwards towards 0. It just seems like the AnimancerState stops approaching the target weight earlier than it is...
Is there some decent way to access whatever blend-related variables Animancer is using under the hood? I managed to properly network the time of...
This was extremely helpful. I'm now experimenting with calling Animancer.Evaluate(0) as a dummy on ticks where I manually modify the time, and it...
I'm calling Animancer.Evaluate() immediately after though. I thought that was supposed to move them forward by X time then?
I was more puzzled about the fact why IsPlaying would return false when there was an identical state already. But anyways I fixed that problem and...
I've been working on a networked project for a while now and that means I have to use animancer quite a bit "manually", creating states with...
Can you help me understand the ClipTransitionSequence API? It seems to me that its purpose is to pack multiple animations under the hood behind a...
Great reply. Thanks! I think the AnimancerEvent.currenrState will also help me avoid closures in the future.
The store page did not contain much information about a few things, so I have a few questions before I buy. Is there something built-in for...
Is using anonymous functions / closures in animation events okay? I've got the following code to programmatically loop a section of my jump...
I'm looking to integrate with Photon Fusion. I see you are already ahead of other controllers with the possibility to call the update method...
How networking friendly is this? I'm looking to integrate with Photon Fusion, which requires manually running any simulation in their...
Some sort of visual editor would be a nice thing to have since we are giving that up while moving to animancer from mechanim. For example in my...
Did not want to further clutter my earlier post with edits but basically I'm looking for the solution that animancer can offer to the problem...
Did you ever find a solution? Im working on the exact same problem.