AnimancerComponent should usually be attached to the same object as the
Animator that it will control so anything which deactivates that object will deactivate both components at the same time. This also allows the
AnimancerComponent to automatically get the reference to the
Animator when it is added so you do not need to manually assign it in the Inspector. Once that reference is assigned, it will automatically collapse the Inspector of the
Animator and show its relevant fields beneath the reference (you can freely expand it again if you want to see it).
|Regular Animator||Animancer Component|
- You can access this documentation via the
[?]help icon in the top right (the same applies to any of Animancer's other components).
Controllerfield is not shown since Animancer does not use it.
- Due to a Bug in Unity, changing the
Update Modeto or from
AnimatorUpdateMode.AnimatePhysicsat runtime will have no effect so it shows a warning in the Inspector.
Action On Disablefield determines what will happen when the
GameObjectis it attached to are disabled (see the
AnimancerComponent.DisableActionenum for details).
Animator reference could not be found or has been lost, the Inspector will display a warning which you can click on to quickly search for that component on any of the object's parents or children.
Unlike the Animator window used to set up Animator Controllers, this interface is not used to manually configure states and transitions. That is all done by scripts so this panel is only for debugging and testing. Normally it will only appear in Play Mode, however it works exactly the same if your scripts start playing animations in Edit Mode.
Weightindicates how much each animation affects the final result of the Blending. The value displayed here is rounded to save space, but the full value is also shown when the details are expanded. Values that are currently being rounded are shown in italics and values closer to zero are proportionally greyed out.
- Each state has a foldout arrow which can be expanded to show its details.
- A green bar indicates the progress of each animation that is currently playing. It turns yellow if the animation is paused.
- When the details are expanded, the exact time is shown with a slider to let you control it manually, a multiplier label to indicate how many times it has looped, and an
[N]button to toggle the display between
- The details also include various other important values for that state. Each of the controls corresponds to a property with the same name in the
AnimancerStateclass which can be accessed by code.
Ctrl + Clickon an animation to Cross Fade to it (see below).
Shiftas well will instead queue that fade to occur once the current animation finishes.
- You can drag and drop any
AnimancerComponentInspector to create a State for it.
Right Clicking on any state in the Inspector will open a context menu containing various useful functions:
Cross Fadeplay the target state. You can
Ctrl + Clickon an animation to trigger a Cross Fade without opening the menu. This will use the default fade duration (0.25 seconds). These functions are disabled in the video below because the target state is already playing.
End Eventsub-menu shows the details of the End Event if one is registered.
Inverse Kinematicssub menu allows you to enable and disable Inverse Kinematics.
State Documentationopens the API Documentation page for that state type.
The context menu for
AnimationClip assets also has some additional functions:
Toggle Loopingswaps the
Motion.isLoopingflag between true and false. This function works for all selected animations at once, which is useful since you can't edit multiple
AnimationClips at once. Note that for some reason you need to close Unity and restart it for this change to actually take effect.
Toggle Legacyswaps the
AnimationClip.legacyflag between true and false.
- New Locked Inspector and Watch are added by Inspector Gadgets.
|Humanoid||Any Humanoid animation can be played on any Humanoid character thanks to Unity's Humanoid Animation Retargeting system.|
|Generic||Generic animations are more efficient than Humanoid, but do not support retargeting and can only be played on the specific hierarchy they were made for.|
|Sprite||Sprite animations are actually just Generic animations which happen to control the
|Legacy animations are not supported by the Playables API (and thus Animancer). If you have a model set to Legacy, you will need to change it in the Rig tab of its Import Settings. Otherwise if you have an
Each object will only be one specific animation type so it will show a warning for any animation of the wrong type. The warning icon will also be displayed for any animations that are trying to animate properties that do not actually exist on the current character. Clicking on it will log a detailed message explaining exactly which of the properties exist and don't:
Some of the properties animated by 'ClipState (SpiderBot-MoveRight)' do not exist in the Rig of 'DefaultHumanoid' so they will have no effect. - The AnimationType of the 'SpiderBot-MoveRight' animation is Generic while the 'DefaultHumanoid' Rig is Humanoid. - This message has been copied to the clipboard (in case it is too long for Unity to display in the Console). - 73 of 80 bindings do not exist in the Rig: [x] = Missing, [o] = Exists > [o] rotation, scale > Root: [x] position, rotation, scale > BackUpperLeg: [x] rotation, scale > BackLowerLeg: [x] rotation, scale > Core: [x] rotation, scale > FrontUpperLeg: [x] rotation, scale > FrontLowerLeg: [x] rotation, scale > LeftUpperLeg: [x] rotation, scale > LeftLowerLeg: [x] rotation, scale > RightUpperLeg: [x] rotation, scale > RightLowerLeg: [x] rotation, scale
If this feature is affecting your performance too much while you have a character selected, you can disable it via the Display Options in the layer Context Menu.