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I had one idea for the AnimatorController

Discussion in 'Animation' started by Rodolfo-Rubens, Aug 27, 2014.

  1. Rodolfo-Rubens

    Rodolfo-Rubens

    Joined:
    Nov 17, 2012
    Posts:
    1,196
    What if the AnimatorControllers themselves could "watch" variables of predertemined classes/scripts/components attached to the same gameObject or whatever, so this way, we don't need to, trough scripting, set:
    Code (csharp):
    1. anim.SetFloat("speed", speed);
    And etc, we just hook a Component to a AnimatorController and make the Animator controller associates one of its parameters to certain variables of this Component... What do you guys think?

    ps.: I think that maybe this belongs to Gossip. Idk.
     
    shkar-noori likes this.
  2. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Hi rodolfo,

    We are working on this already, if you saw Unite keynote video, you probably saw the new sequence tools and compositor. This is still in early developpement and there is no ETA right now.
     
  3. Rodolfo-Rubens

    Rodolfo-Rubens

    Joined:
    Nov 17, 2012
    Posts:
    1,196
    Yes, I saw, awesome stuff, I'm very glad to know this, it will make my life a lot better and easier! Good luck guys, I'm eagerly waiting for v5! :D:D