Follow the Importing Animancer instructions to add Animancer to your project. Then you can check out the example scenes which import into the Assets/Plugins/Animancer/Examples folder. The following sections contain detailed tutorials to explain each of the examples.
If you are new to Animancer you should start with the Basics, but then you can feel free to skip to any sections that you are interested in. These examples frequently link to the C# in Unity section to help you understand what is happening if you are not very experienced at scripting.
Once you are done with the examples it is recommended that you delete them since they contain lots of assets. Even though the assets are all quite small and will not be included in your runtime builds (unless you actually use them), the animations in particular will notably clutter up the Object Picker window whenever you are trying to select an animation because there are so many of them.
These examples use animations, models, and sprites that are freely available under public licenses, the details of which are listed both on the Asset Sources page and in their respective folders.
|01 Basics||Getting to know Animancer and performing simple tasks.|
|02 Fine Control||Manipulating the speed and time of animations at runtime and playing animations in Edit Mode.|
|03 Locomotion||Managing character movements throughout a scene using various features such as Blend Trees, Animation Mixers, and Root Motion.|
|04 Directional Sprites||Grouping animations into sets of up/right/down/left (including or excluding diagonals) using ScriptableObjects to implement characters who can face any direction while performing animations.|
|05 Events||Using Animation Events to trigger callbacks, adjust exit transitions, and perform other tasks at a specific time during the animation.|
|06 State Machines||Organising complex systems using Finite State Machines to compartmentalise their logic, resulting in modular scripts which are easy to debug and refactor.|
|07 Layers||Playing multiple animations at the same time on different body parts, allowing a character to run and perform an action at the same time.|
|08 Inverse Kinematics||Dynamically controlling characters using Inverse Kinematics.|
|09 Animator Controllers||Using Animator Controllers within Animancer or remaking them using direct references instead.|