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Switching from Legacy to Mecanim and progressively loading animations from AssetBundles

Discussion in 'Animation' started by PDXGamer, May 1, 2017.

  1. PDXGamer


    Aug 21, 2014
    Hello - we have a fitness game that has approximately 600 different exercises, with each exercise having 3 animation clips. We've used the legacy animation system so far, but we'd like to move to Mecanim if possible. I'm running into a bit of difficulty replicating the behavior the legacy system with Mecanim, however.

    Basically, I want to be able to have a model (our fitness trainer), download AssetBundles containing only the animations we need in a particular workout, attach animations at runtime to that model, and have those animations blend/play. In legacy this was easy, just download the AssetBundle, grab the animation from it, and then AddClip to the Animator component of the fitness trainer. With Mecanim I'm having a hard time seeing how this is done, mostly because there doesn't seem to be a way to add animations at runtime from a newly downloaded AssetBundle into an already existing animation controller.

    Can somebody shed some light on this for me? I'm thoroughly stumped if this is even possible.

    Thank you.