See the Animancer v7.0 Upgrade Guide if you are upgrading from a version older than that.
- Added support for Unity 2021.2 (Beta).
AnimancerPlayable.LayerListso the default layer mixer can be replaced to achieve things like applying weighted massks to individual bones. #154
AnimancerComponent.InitializePlayable(PlayableGraph)to add Animancer to an existing graph (to allow the Animation Rigging package to be used while the graph is paused).
AnimancerPlayable.LayerList.GetLayerfor quick access to layers so the
_Layersfield doesn't need to be
- Added warning in
PlayableAssetState.InitializeBindingswhen attempting to bind a track to the same
Animatorthat Animancer is controlling.
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).
MixerTransitionDrawerto manually hide the
Thresholdsarray 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
AnimancerNode.DebugNameto be ignored if it is an empty string (rather than only while
NullReferenceExceptionwhen an Animancer Event plays another animation. #143
OptionalWarning.EndEventInterruptto not be triggered if the event moves the state time back so it's no longer ending or if the
OnEndcallback is modified. #148 and #152
- Fixed initialization error in
- Fixed playing an
AnimancerStateon a different object from its previous one to work properly.
AnimancerState.Keyto not throw a
Rootis not set. #144
DontSynchronizeChildrento not throw exceptions on states with un-initialized Playables. #144
PlayableAssetState.InitializeBindingsto create the correct outputs even when there are no bindings.
CustomFadeto properly apply all the weights immediately to avoid issues when some states are updated before it and some after. #147
MixerState.CalculateRealEffectiveSpeedto work properly when the
AnimancerPlayable.Speedis not 1. #150
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.
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 than
- Fixed fade speed to be properly affected by time scale in newer Unity versions. #129
- Fixed the Inspector for
PlayableAssetTransitionto correctly size the
Bindingsfor the assigned asset.
AnimancerLayer.EvaluateFadeModeto not fade out the old animation if it creates a new one for a different layer.
- Fixed exception in
TargetExceptionwhen resizing a list of Transitions in the Inspector in Unity 2019.4.