See the Animancer v8.0 Upgrade Guide if you're upgrading from a version older than that.
Animancer v8.2.3
Released 2025-10-12
- Improved the menu function to create a Directional Animation Set from the selected assets. It now determines the shared prefix of the selected assets to use as the set name and has more flexible logic for assigning each clip to a direction. #436
- Suppressed obsolete warnings in Unity 6.2+ caused by changes to the Tree View API.
- Fixed
TransitionAssetfields to use theTransitionDrawerinstead ofPolymorphicDrawer.
Animancer v8.2.2
Released 2025-09-27
- Added a new Job States sample to demonstrate the use of
AnimationJobStatefor procedural animations. - Added
TransitionSequence.NormalizedStartTime. - Added
AnimancerState.FinishImmediatelyfor skipping to the end of an animation and invoking any remaining events. - Improved the "new version available" log message to show the change log url as a hyperlink so it can be opened by double clicking it in the Console.
- Added HTML link formatting to URLs in log messages so they can be double clicked in the Console to open in a web browser. This is available via
AnimancerUtilities.AsHtmlLink. - Fixed an exception caused by using
FadeMode.FromStartwithSequenceState. #432 - Fixed
TransitionSequence.MaximumLengthto account for the start and end times of its children. - Fixed a few potential exceptions around the Weighted Mask Layers system.
Animancer v8.2.1
Released 2025-09-18
- Fixed exception in the Inspector when a
TransitionSequencehasnullchildren. - Fixed Mixer time calculations to work properly when the child
Weights don't add up to 1.
Animancer v8.2.0
Released 2025-09-17
- Added support for more than 2 layers when using
WeightedMaskLayers. - Added Sequences (
SequenceStateandTransitionSequence) for managing a series of animations as a single state with multiple children similar to Mixers.- Deprecated
ClipTransitionSequencesince the newTransitionSequenceshould cover its purpose much more effectively.
- Deprecated
- Added
AnimancerLayer.SetLayerWeightOnPlayfor controlling whether layers automatically fade in or not. - Added comments to
AnimancerGraph.UnpauseGraph,PauseGraph, andEvaluateexplaining that they don't affect theAnimator.runtimeAnimatorControllerand how you can control them independently.
Changes
- Renamed
ITransition.MaximumDurationtoMaximumLengthbecause it doesn't factor in theSpeed. - Removed
ITransitionDetailedand moved all its members into the baseITransition.- That separation was deemed unnecessary since all transitions implemented both interfaces anyway so it was just adding complexity without any real benefit.
- Any user code that used
ITransitionDetailedcan simply be changed toITransition.
- Reworked
AnimancerState.GetEventDispatchInfoto return a struct instead of using multipleoutparameters. - Optimized
StateBehaviourin the Unity Editor to only cause the Inspector to repaint if it's selected and addedStateBehaviour.ForceRepaintOnEnableDisableflag so it can be turned off if it causes performance issues. - Improved the conditions that trigger
OptionalWarning.UselessEventand its message.
Fixes
- Fixed weightless children of Mixers to not trigger Animancer Events.
- Fixed
AnimancerNode.StartFadeto work correctly when the fade distance isn't 1. - Fixed removing a
FadeGroup.FadeIn.Nodeto not cause exceptions if the fade continues due to still having other nodes to fade out. - Fixed
PlayableAssetStateadditional bindings to fade in and out properly. - Fixed
ControllerState.RecreatePlayableto support parameter differences between the old and new playables. - Fixed
Transition.ApplyNormalizedStartTimeto not re-apply the default time to children of mixers.