- Added some keyboard controls for Animancer Events in the Inspector:
- Left and Right Arrows nudge the event time one pixel to the side. #23
- Holding Shift moves 10 pixels at a time.
- Space rounds off the event time by one digit. For example:
- Greatly reduced the performance cost of the obfuscation used in Animancer Lite (mainly by removing the allocation of unnecessary garbage).
- States now delay the initialisation of their playables until they are actually needed:
- States can now be constructed independently of the graph so they no longer require the same 3 constructors to be repeated in every single state class.
- This will not have any immediate effect for the majority of users, but it removes one of the major issues preventing states from being pre-allocated and re-used in
ObjectPools which should be able to improve performance in a future version.
- Added an implicit conversion from
ClipStateso that you can now do things like
AnimancerState.SetRootwhich could theoretically allow states to be moved between characters, though it has not been tested for that purpose.
AnimancerPlayable.Playnow puts the state on layer 0 if it was not already attached to a layer.
ITransition.CreateStateno longer has an
AnimancerLayerparameter so that they can be used similarly with a layer or mixer as the parent.
Validate.CanBePlayedsince states can be set to meet its conditions on demand.
AnimancerComponentInspector now shows "-?" for negative
Weightvalues since they don't actually work and don't otherwise fit into the space for "0.0".
- Moved the default IK flags from
AssemblyInfofiles for the examples and
Animancer.FSMto suppress various coding style suggestions to avoid cluttering user projects with messages about 3rd party code.
- Fixed Animancer Lite runtime errors when using IL2CPP.
- Fixed the assertions in
StateBehaviourto not create garbage when they pass.
AnimancerPlayable.DestroyAll(IAnimationClipCollection)to actually work.
ControllerState.ResetToDefaultStatesto work properly when stopping the state.
- Set up proper audio falloff settings in the Footstep Events example.
Character.GetRootMotionin the 3D Game Kit example. #26