This documentation helps you understand how to use Animancer's many features in your projects. You can read it from start to finish, or use it as a reference.
- Back up your project. Animancer is no more likely than anything else to cause problems, but this is simply a good habit whenever you make significant changes to a project. Better yet, you should be using a proper version control system such as Git to track all changes.
- Get the latest Unity version you can. 2017.1 is the minimum required version to use Animancer. However, 2018.3 or newer is recommended and it has been tested in versions up to 2019.3. See the Unity Versions section for more details.
- Delete any previous version of Animancer. This is mandatory since Unity's package importer system doesn't delete or rename existing files so any old scripts that aren't directly overwritten will cause compile errors that prevent anything from working. Check the Change Log to find out what has changed between versions.
- Download and import Animancer Lite from the Asset Store. This allows you to try out all the features in the Unity Editor for free so you only need to purchase Animancer Pro if you actually need the extra features (you can simply import Pro over the top of Lite).
- The Introduction is a good place to start if you are new to Animancer and are wondering what benefits it gives you over other animation systems.
- The Examples let you see Animancer in action and provide step by step instructions for how to use it.
- The User Manual explains all of Animancer's features in detail.
- Check out the Help page if you have any questions, suggestions, or bugs to report.
The Animancer package includes a
ReadMe file with a link to bring you here, or you can use the
[?] help button in the top right of the
AnimancerComponent Inspector (or any of Animancer's other components) to open up its specific API Documentation page.
|Help and FAQ||Where to get help and some Frequently Asked Questions.|
|Introduction||What is Animancer and how does it compare to other systems?|
|Examples||Animancer includes a series of example scenes to showcase its functionality with detailed tutorials here to explain them.|
|User Manual||The core documentation for all of Animancer's features.|
|Unity Bugs||A list of various bugs and unintuitive behaviours of the Playables API and Unity in general which relate to Animancer.|
|Source Code||General descriptions of the structure of the Animancer source code.|
|Change Log||Feature changes made in each version of Animancer and guidelines for upgrading.|
If you think anything in this documentation is missing, incorrect, or unclear, please email firstname.lastname@example.org. Any other feedback and suggestions are also welcome.
Where to get help and some Frequently Asked Questions.
What is Animancer and how does it compare to other systems?
|Features||Compare the individual features of various animation systems as well as the differences between the Lite and Pro versions of Animancer.|
|Mecanim vs. Animancer||A detailed explanation of the advantages Animancer gives you over Unity's inbuilt animation system.|
|Glossary||Common terminology used by Unity and Animancer.|
|C# in Unity||Learn the basics of C# scripting in Unity.|
Animancer includes a series of example scenes to showcase its functionality with detailed tutorials here to explain them.
|01 Basics||Getting to know Animancer and performing simple tasks.|
|02 Fine Control||Manipulating the speed and time of animations at runtime and playing animations in Edit Mode.|
|03 Locomotion||Managing character movements throughout a scene using various features such as Blend Trees, Animation Mixers, and Root Motion.|
|04 Directional Sprites||Grouping animations into sets of up/right/down/left (including or excluding diagonals) using ScriptableObjects to implement characters who can face any direction while performing animations.|
|05 Events||Using Animation Events to trigger callbacks, adjust exit transitions, and perform other tasks at a specific time during the animation.|
|06 State Machines||Organising complex systems using Finite State Machines to compartmentalise their logic, resulting in modular scripts which are easy to debug and refactor.|
|07 Layers||Playing multiple animations at the same time on different body parts, allowing a character to run and perform an action at the same time.|
|08 Inverse Kinematics||Dynamically controlling characters using Inverse Kinematics.|
|09 Animator Controllers||Using Animator Controllers within Animancer or remaking them using direct references instead.|
The core documentation for all of Animancer's features.
|Getting Animations||How to get animations or create your own.|
|Playing Animations||To play an animation using a script simply add an AnimancerComponent and call it's Play(AnimationClip) method.|
|Transitions||Specify animation details in the Inspector so they can be edited as part of the scene rather than being hard-coded.|
|Blending||There are several different ways of combining multiple animations into a single output such as Cross Fading, Layers, Blend Trees, and Mixers.|
|Events||Set up events to trigger some code at a specific time during an animation.|
|Finite State Machines||Managing the functional state of your objects.|
|Animator Controllers||You can play and blend between multiple AnimatorController assets using Animancer.|
|Inverse Kinematics||Dynamically control characters by specifying the desired position and/or rotation for a hand or foot.|
A list of various bugs and unintuitive behaviours of the Playables API and Unity in general which relate to Animancer.
|Inconsistent Timing||There are various minor inconsistencies that can cause animation times to be slightly different from Mecanim.|
|Paused Skinned Mesh Update||Evaluating a PlayableGraph while the editor is paused does not update the SkinnedMeshRenderer it is being applied to.|
|Update Modes||Update modes mostly work in the Playables API, but have a few issues if you try to change them at runtime.|
General descriptions of the structure of the Animancer source code.
|DLLs||Import settings for the Animancer.Lite.DLLs.|
|Creating Custom States||You can create new state types by inheriting from AnimancerState (or any type derived from it).|
|Graph Structure||The Playables API which Animancer is built around works using a hierarchical tree-like structure of nodes known as a PlayableGraph.|
|Asset Sources||The example scenes use animations, models, and sprites that are freely available under public licenses, the details of which are listed both here and in their respective folders.|
|Coding Standard||An overview of the coding standard used to develop Animancer.|
|Default Script Template||Instructions for how to change your default script template.|
Feature changes made in each version of Animancer and guidelines for upgrading.
|Animancer v4.1||2020-02-21 - Added proper support for custom Animation Curves and multi-track Timeline Assets.|
|Animancer v4.0||2020-01-28 - Massive changes to the main public API, new Animancer Event system, Transition Preview Window, Mixer Time Synchronisation, Timeline support.|
|Animancer v3.1||2019-08-12 - Added HybridAnimancerComponent and several new examples.|
|Animancer v3.0||2019-05-27 - Lots of new examples with full tutorial explanations. Serializables for easier Inspector configuration. Performance improvements. Play animations in Edit Mode. Better IK support.|
|Animancer v2.0||2018-10-08 - Added the ability to play and blend between multiple AnimatorControllers. Moved from PDF User Manual to a website with fully compiled API Documentation.|
|Animancer v1.3||2018-09-11 - Animancer Lite now includes the Pro-Only features in the Unity Editor, but not in a runtime build.|
|Animancer v1.2||2018-08-14 - Added AnimancerTransition - a ScriptableObject class which specifies the layer index, fade duration, start time, and speed along with an AnimationClip, allowing you to configure those details in the Unity Editor instead of hard coding them.|
|Animancer v1.1||2018-05-29 - Added support for animation layers to Animancer Pro.|
|Animancer v1.0||2018-05-02 - Initial release.|