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AnimatorStateRuntime, set mirror

Discussion in 'Animation' started by bomberest0, Nov 15, 2013.

  1. bomberest0

    bomberest0

    Joined:
    Oct 7, 2012
    Posts:
    12
    Where?! Need to set "mirror" at runtime in U 4.3.
     
  2. oysterCAKE

    oysterCAKE

    Joined:
    Dec 3, 2012
    Posts:
    149
    I second this. Google only returns 6 results! No documentation at all :-s
     
  3. Seith

    Seith

    Joined:
    Nov 3, 2012
    Posts:
    755
    Yes, it's a bit problematic. Most of the new mecanim improvements are undocumented:

    • Added Animator.GotoState scripting function. This function allow you at runtime to transition to any state in your controller.
    • Trigger parameter, a trigger is a boolean parameter that is reset by the controller when consumed by a transition.
    • AnimatorStateRuntime that allows to modify, at runtime, the speed/ikOnFeet/mirror of a State.
    • etc...

    I hope the Unity people get around to writing proper documentation for those new features. I'm sure they realize having undocumented features is akin to not having them at all, as far as the user's concerned. Still, this stuff sounds great! I just wish I could use it! :D
     
  4. oysterCAKE

    oysterCAKE

    Joined:
    Dec 3, 2012
    Posts:
    149
    Update: Got an email from support saying that these features didn't make the deadline for Unity 4.3
     
  5. Seith

    Seith

    Joined:
    Nov 3, 2012
    Posts:
    755
    Err... that's... quite the mistake here, publicly stating improvements that don't exist.

    Anyway, thanks for letting us know OysterCAKE!
     
  6. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    After hours digging for this information, Google saved the day =)
    Thanks man.
    They should have announced that somewhere :/ Guess its worth bumping so others may find this information useful.
     
  7. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,616
    That explains why I couldn't find them...