animancer
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Documentation for the Animancer Unity Plugin.
# Use Case When your character transits from one animation to another, sometimes you don't want the source animation to gradually fade away (in whatever curve). For example, when transiting...
# Use Case Some games use a combination of 2D Sprites in a 3D world, for example: - Tree of Savior  - Ragnarok Online  Animancer's [Directional Animation Sets](https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets/)...
# Use Case The Playables API doesn't support [Target Matching](https://docs.unity3d.com/Manual/TargetMatching.html). # Solution I've come up with a simple implementation of target matching based on [a post by jiraphatK](https://forum.unity.com/threads/animancer-less-animator-controller-more-animator-control.566452/page-38#post-8782348). It only...
In the example of a custom MotionClip for root motion (https://kybernetik.com.au/animancer/docs/examples/locomotion/root-motion/), you show a class which sets RootMotion for the animator when starting a clip. In this example, disabling root...
# Use Case This issue is split out from https://github.com/KybernetikGames/animancer/issues/262 since it could be implemented separately from the main idea presented there. > Multiple events on the same animation could...
# Environment - Animancer Version Number: v7.4.2 - Animancer Pro or Lite: Both - Unity Version: Any - Platform: Any # Description These toggles below the Speed header shouldn't be...
# Background The [Directional Character Example](https://kybernetik.com.au/animancer/docs/examples/directional-sprites/character) has a section about [Synchronization](https://kybernetik.com.au/animancer/docs/examples/directional-sprites/character/#synchronization) where it explains how to use the `TimeSynchronizationGroup` class. It works, but users have found that it isn't particularly...
# Use Case Just want to point out if you follow the guide to update rate here https://kybernetik.com.au/animancer/docs/examples/fine-control/update-rate/ it will no longer process parts of the graph on worker threads...
# Background Copied from [Animancer's Documentation](https://kybernetik.com.au/animancer/docs/manual/fsm/overview#networking): > Since all the states, parameters, and transitions in an Animator Controller need to be defined upfront, the current state identifier and parameter values...
I was hoping someone could share some example setup of how to use animancer, their state machine with a multiplayer solutions. I am mostly trying to wrap my head around...