Animancer v8.2

When upgrading to a newer version of Animancer, you must delete any previous version from your project first.

See the Animancer v8.0 Upgrade Guide if you're upgrading from a version older than that.

Animancer v8.2.2

Released 2025-09-27

  • Added a new Job States sample to demonstrate the use of AnimationJobState for procedural animations.
  • Added TransitionSequence.NormalizedStartTime.
  • Added AnimancerState.FinishImmediately for 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.FromStart with SequenceState. #432
  • Fixed TransitionSequence.MaximumLength to 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 TransitionSequence has null children.
  • 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 (SequenceState and TransitionSequence) for managing a series of animations as a single state with multiple children similar to Mixers.
  • Added AnimancerLayer.SetLayerWeightOnPlay for controlling whether layers automatically fade in or not.
  • Added comments to AnimancerGraph.UnpauseGraph, PauseGraph, and Evaluate explaining that they don't affect the Animator.runtimeAnimatorController and how you can control them independently.

Changes

  • Renamed ITransition.MaximumDuration to MaximumLength because it doesn't factor in the Speed.
  • Removed ITransitionDetailed and moved all its members into the base ITransition.
    • 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 ITransitionDetailed can simply be changed to ITransition.
  • Reworked AnimancerState.GetEventDispatchInfo to return a struct instead of using multiple out parameters.
  • Optimized StateBehaviour in the Unity Editor to only cause the Inspector to repaint if it's selected and added StateBehaviour.ForceRepaintOnEnableDisable flag so it can be turned off if it causes performance issues.
  • Improved the conditions that trigger OptionalWarning.UselessEvent and its message.

Fixes

  • Fixed weightless children of Mixers to not trigger Animancer Events.
  • Fixed AnimancerNode.StartFade to work correctly when the fade distance isn't 1.
  • Fixed removing a FadeGroup.FadeIn.Node to not cause exceptions if the fade continues due to still having other nodes to fade out.
  • Fixed PlayableAssetState additional bindings to fade in and out properly.
  • Fixed ControllerState.RecreatePlayable to support parameter differences between the old and new playables.
  • Fixed Transition.ApplyNormalizedStartTime to not re-apply the default time to children of mixers.