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
sealedAnimancerPlayable.LayerListso 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.GetLayerfor quick access to layers so the_Layersfield doesn't need to beinternal. - Added warning in
PlayableAssetState.InitializeBindingswhen attempting to bind a track to the sameAnimatorthat Animancer is controlling. - Made
AnimancerNode.ApplyWeightpublic. #147 - Removed
AnimancerPlayable.StateDictionary.DestroyAllsince 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
MixerTransitionDrawerto manually hide theThresholdsarray 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.DebugNameto be ignored if it is an empty string (rather than only whilenull). - Renamed
AnimancerPlayable.SetOutputtoCreateOutput. - Renamed
AnimancerPlayable.DestroytoDestroyGraphand addedDestroyOutput.
Fixes
- Fixed
NullReferenceExceptionwhen an Animancer Event plays another animation. #143 - Fixed
OptionalWarning.EndEventInterruptto not be triggered if the event moves the state time back so it's no longer ending or if theOnEndcallback is modified. #148 and #152 - Fixed initialization error in
CompactUnitConversionCache. - Fixed playing an
AnimancerStateon a different object from its previous one to work properly. - Fixed
AnimancerState.Keyto not throw aNullReferenceExceptionif theRootis not set. #144 - Fixed
MixerState.DontSynchronizeandDontSynchronizeChildrento not throw exceptions on states with un-initialized Playables. #144 - Fixed
PlayableAssetState.InitializeBindingsto create the correct outputs even when there are no bindings. - Fixed
CustomFadeto properly apply all the weights immediately to avoid issues when some states are updated before it and some after. #147 - Fixed
MixerState.CalculateRealEffectiveSpeedto work properly when theAnimancerPlayable.Speedis not 1. #150 - Fixed
TransitionDrawerto 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.SpriteModifierPanelto be able to correctly match sprite data to sprites when the texture is scaled down due to the Max Size setting. #155 - Fixed the
SpriteEditorto 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
PlayableAssetTransitionto correctly size theBindingsfor the assigned asset. - Fixed
AnimancerLayer.EvaluateFadeModeto not fade out the old animation if it creates a new one for a different layer. - Fixed exception in
AnimancerEvent.Sequence.Serializable.GetEventsOptionalwhen theCallbacksarray isnull. - Fixed
TargetExceptionwhen resizing a list of Transitions in the Inspector in Unity 2019.4.