Released 2021-10-17
See the Animancer v7.0 Upgrade Guide if you are upgrading from a version older than that.
Features
- Added support for Unity 2021.2 (Beta).
- Un
sealed
AnimancerPlayable.LayerList
so the default layer mixer can be replaced to achieve things like applying weighted massks to individual bones. #154 - Added
AnimancerComponent.InitializePlayable(PlayableGraph)
to add Animancer to an existing graph (to allow the Animation Rigging package to be used while the graph is paused).
Changes
- Added
AnimancerPlayable.LayerList.GetLayer
for quick access to layers so the_Layers
field doesn't need to beinternal
. - Added warning in
PlayableAssetState.InitializeBindings
when attempting to bind a track to the sameAnimator
that Animancer is controlling. - Made
AnimancerNode.ApplyWeight
public. #147 - Removed
AnimancerPlayable.StateDictionary.DestroyAll
since it was likely not very useful and its implementation was potentially confusing (it applied to all states regardless of whether or not they were actually in the dictionary). - Changed
MixerTransitionDrawer
to manually hide theThresholds
array instead of using a[HideInInspector]
attribute so that the field will at least be shown as a normal array if Odin Inspector causes the wrong drawer to be used. #158 - Changed
AnimancerNode.DebugName
to be ignored if it is an empty string (rather than only whilenull
). - Renamed
AnimancerPlayable.SetOutput
toCreateOutput
. - Renamed
AnimancerPlayable.Destroy
toDestroyGraph
and addedDestroyOutput
.
Fixes
- Fixed
NullReferenceException
when an Animancer Event plays another animation. #143 - Fixed
OptionalWarning.EndEventInterrupt
to not be triggered if the event moves the state time back so it's no longer ending or if theOnEnd
callback is modified. #148 and #152 - Fixed initialization error in
CompactUnitConversionCache
. - Fixed playing an
AnimancerState
on a different object from its previous one to work properly. - Fixed
AnimancerState.Key
to not throw aNullReferenceException
if theRoot
is not set. #144 - Fixed
MixerState.DontSynchronize
andDontSynchronizeChildren
to not throw exceptions on states with un-initialized Playables. #144 - Fixed
PlayableAssetState.InitializeBindings
to create the correct outputs even when there are no bindings. - Fixed
CustomFade
to properly apply all the weights immediately to avoid issues when some states are updated before it and some after. #147 - Fixed
MixerState.CalculateRealEffectiveSpeed
to work properly when theAnimancerPlayable.Speed
is not 1. #150 - Fixed
TransitionDrawer
to not add indentation to its fields if the given label is empty since that is likely an indication that something else (like Odin Inspector) is drawing the property and has already added the required indentation. - Fixed
AnimancerToolsWindow.SpriteModifierPanel
to be able to correctly match sprite data to sprites when the texture is scaled down due to the Max Size setting. #155 - Fixed the
SpriteEditor
to be able to rename sprites using modes other thanSpriteImportMode.Multiple
. - Fixed fade speed to be properly affected by time scale in newer Unity versions. #129
- Fixed the Inspector for
PlayableAssetTransition
to correctly size theBindings
for the assigned asset. - Fixed
AnimancerLayer.EvaluateFadeMode
to not fade out the old animation if it creates a new one for a different layer. - Fixed exception in
AnimancerEvent.Sequence.Serializable.GetEventsOptional
when theCallbacks
array isnull
. - Fixed
TargetException
when resizing a list of Transitions in the Inspector in Unity 2019.4.