Kailas Dierk
Kailas Dierk
Did you need to do anything other than swap `state.Time = ...` to `state.MoveTime(...)`? The synchronizer scripts are in the Utilities folder which is included in Animancer Lite so it's...
[Animancer v8.0 is now available for Alpha Testing and includes this fix.](https://kybernetik.com.au/animancer/docs/changes/animancer-v8-0/upgrade-guide/#how-to-upgrade).
[Animancer v8.0 is now fully released.](https://kybernetik.com.au/animancer/docs/changes/animancer-v8-0/)
Should be easy enough to add a field to choose the component you want the generated/remapped animation to apply to. I'll look into it for the next version of Animancer.
If you want to hard code it, just open the `GenerateSpriteAnimationsTool` script and change the `SpriteRenderer` to `UnityEngine.UI.Image` (it's only referenced once in the script).
[Animancer v8.0 is now available for Alpha Testing.](https://kybernetik.com.au/animancer/docs/changes/animancer-v8-0/upgrade-guide/#how-to-upgrade) [The Generate Sprite Animations tool has been improved a lot and it now has settings fields where you can change the component...
[Animancer v8.0 is now fully released.](https://kybernetik.com.au/animancer/docs/changes/animancer-v8-0/)
How do you handle transitions? Are you keeping one of those storage objects for every state or only syncing the current state? You could try setting `TransitionState.Time = AnimancerTime +...
> How bad are the calls to evaluate performance-wise? Pretty bad because it updates the entire graph and applies the output to the model. So if you also have the...
From some simple testing, the hash of an `AnimationClip` asset actually does seem to be stable in the Unity Editor, but unfortunately it isn't in runtime builds. Each time you...