See the Animancer v6.0 Upgrade Guide if you are upgrading from a version older than that.
SpriteEditorto allow Sprites to be edited directly in the Inspector.
- Added Pack Textures tool for combining multiple textures into a single
AnimancerState.AutomaticallyClearEventsto control whether events are Automatically Cleared or not.
SpriteRendererTextureSwapscript for changing the texture used by
Sprites at runtime without needing to actually define the same
Sprites on every texture and make animations for them.
ClipTransitionSequencewhich is a
ClipState.Transitionthat also contains an array of other
ClipState.Transitions which will be played in order after the first one.
- Added support for negative values in
LinearMixerStatespeed extrapolation when the lowest threshold is negative.
- Animancer Tools:
- Changed the
GenerateSpriteAnimationstool to trim numbers first then other characters (space, dash, underscore) from the end rather than doing them all at once when determining the shared names.
RenameSpritesto include zeroes at the start of low numbers to ensure that they have the same number of digits as the later names.
- While a panel is open, other panels are now hidden.
- Changed the
Toggle Legacycontext menu functions are now disabled if the asset is read-only.
StateBehaviour.OnEnterStatenow forces the Inspector to repaint since Unity doesn't do it automatically if all the components are collapsed.
Frame Ratefield to the
LinearMixerState.ExtrepolateSpeedto do nothing if the setter doesn't change the value.
AnimancerGUI.LoadIconto load icons without causing error messages if they are missing (unlike
LazyStackto simplify Inspector context management.
DrawAfterEventsAttributewhich can be placed on a transition field to draw that field after the
Eventstimeline rather than always putting the
RenameSpritesto start the numbering at 1 instead of 0.
- Right Clicking on the Transition Preview button in the Inspector can now show the transition's context menu functions (such as those added by Inspector Gadgets). Previously, the way
ClipState.Transitions draw their
AnimationClipfield on their first line meant that there wasn't actually anywhere to access the context menu of the transition itself (rather than its individual fields).
AnimancerLayer.GetOrCreateWeightlessStateto allow the original state key to not be its
ManualMixerState.Transition.GatherAnimationClipsto work properly.
SpriteModifierPanel.AskAndApplyto correctly check the sprite height is within the texture.
- Fixed various
AnimancerPlayable.StateDictionarymethods to not throw exceptions if the
keyparameter is null.
TimeRulerand transition labels to be correctly indented when
- Fixed the Serialized Array Initialization bug properly.
AnimancerPlayableto support recursive graph evaluation.
EventSequenceDrawerto support nested transition fields.