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Feature Request Animator API requested: UnbindSceneTransform

Discussion in 'Animation' started by beevik_, Nov 10, 2023.

  1. beevik_

    beevik_

    Joined:
    Sep 27, 2020
    Posts:
    110
    Currently it's not possible to unbind a single scene transform from an animator. It is only possible to call UnbindAllSceneHandles, which unbinds every previously bound scene transform and property. This makes it difficult to make changes to an animator's bindings when some of those bindings are changing dynamically.

    To give an example of why this would be useful for me, I have written a playable-based IK system, where multiple IK effectors may be simultaneously active for a single animator. The effectors are scene transforms used to adjust the target positions of various rig bones. Whenever I update an effector with a different transform,I have to unbind all scene handles, bind the new effector transform, and then rebind all the previously bound handles that didn't need updating. This is inefficient and cumbersome to say the least. An API where I can dynamically unbind only the scene transform that needs updating would make my system significantly cleaner and faster.
     
    Kybernetik likes this.
  2. Kybernetik

    Kybernetik

    Joined:
    Jan 3, 2013
    Posts:
    2,596
    Not a bad idea, but if they ever start working on the Playables API again I'd rather see them prioritise issues that are currently impossible to work around, such as the ability to set a Playable's time without forcing it to stay at that time after the next animation update and fixing the Animation Rigging package to not reset its values whenever you connect or disconnect any Playables.
     
    beevik_ likes this.