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Forum |
Site | Example scenes
Mecanim Callbacker is a solution that lets you to subscribe to the multitude of previously unavailable events that happen inside Mecanim Animator.
Don’t fight animations! Enjoy game development instead with our help!
What can I do with this asset?
- This asset lets you write intuitive code for working with animator with minimal time spent.
It lets to avoid the “if-else” hell. You will always know what state your code is being executed from.
- It helps you to speed up prototyping your games, letting you to architecturally separate content from code.
- With this asset you can define your own events and curves, binding them not to the animation clip, but to the object. Want the curve to change its value, depending on parameters of the animator? No problems. Events can also be turned on or off depending on Boolean parameters.
What is this asset not?
- This asset does not replace Mecanim. It helps to work with it, in many cases not changing how you work with Mecanim FSM.
- This asset does not let you to change, add, or delete states from Mecanim in runtime or in any other way to change the inner working structure of the animator.
- This asset does not let you work with Mecanim as with legacy animations.
- This asset does not work with legacy animations.
Technical overview:
- Does not need Unity PRO.
- Should work on most platforms supported by Unity (currently asset is in open beta, there could be issues with some platforms)
- Supports pooling of internal objects.
- Custom functional editors and inspectors with full support of Undo.
Entities overview:
- Categories and Groups - sets of states, using which you can track events that happen with states and transitions in (or out) of those sets. Categories let you work with a set as one whole; Groups will let you know about events of every single included state.
- Curves - Curves can be attached to states. Every Curve can be defined on multiple states, including across different layers. You can also attach modificators to Curves, that would change final value depending on parameters of Mecanim.
- Events - Events can be attached to states. For every Event you can define time when that Event will be called, or a period of time relative to a state, when the Event will be called.
- Procedures - objects, that let you bind your code to any Category, Group or Event and call that code up without depending on external factors. When using Procedures, you can be sure that only the code that is bound to currently active entities will be called.
- And many more...
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