glTFast
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Animation via Playables API
Animation currently uses Unity's legacy animation system. We should investigate into using the Playables API instead. Expected improvements:
- More future proof due to not depending on obsolete/legacy animation system
- More flexible animation clip blending (e.g. playing multiple clips simultaneously)
- Customizable playable graph
just FYI: playable animations do not work at all for webgl (At least for tests I did on Unity 2019 latest LTS version).
just FYI: playable animations do not work at all for webgl (At least for tests I did on Unity 2019 latest LTS version).
Thanks for the heads-up. If true, that's not good :(
but playable API can not use legacy AnimationClip, but non-legacy AnimationClip can not create at runtime, any solution?
The solution is migrating away from Unity 😄
But seriously why after so many years Unity still doesn't support creating a mecanim clip at runtime? Do they even have developers working on mecanim anymore?