av3-animator-as-code
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🚧🚧🚧 MIGRATION IN PROGRESS. THIS REPOSITORY IS UNDERGOING A MAJOR CLEANUP, FORCE PUSH WILL BE USED ON WIP BRANCHES. Write concise code to generate Avatars 3.0 Animators. Please join the Discord for...
Hello! I've forked this repository in order to add a `package.json` file, so that I can reference this project from my prefab, [WorldObject](https://github.com/seanedwards/vrc-worldobject) - I am planning to rewrite the...
Keeping track of created state to clean them afterwards is tedious, so why not make `AacFlBase` keep track of them? Having mutable state in `AacFlBase` class might have some consequences...
Many of the functionality in AAC is bound to the active animator sublayer created within it, but some may be reaching out to other layers or outside the animator: -...
There is `RemoveAllMainLayers()` and `RemoveAllSupportingLayers(string suffix)` but, no method to remove parameter. I can understand that there is danger of removing parameter used by layers that were added by hand,...
> From this limitation, conditions with nested OR cannot be expressed easily, such as: > > - 🚫 (F && (G || H) && (J || K)) As I understand...
Unity's undo processing gets extremely slow when dealing with large numbers of newly created objects. I suspect there may be some O(n^2) scaling going on there. Regardless, this change disables...
``` var mainSubStateMachine = layer.NewSubStateMachine("Main"); mainSubStateMachine.Restarts(); var state = mainSubStateMachine.NewState("S1"); state.TransitionsFromEntry() .When(rightTrackPadParamBool.IsFalse()) .Or() .When(rightAButtonParamBool.IsTrue()); ``` InvalidOperationException: _sourceNullableIfAny is not null but does not contain an AnimatorStateMachine Reported on: https://discord.com/channels/923123027879813150/946570418892988457/1205619208822591579
Calling AacFl's SubStateMachine.Any* does not result in the generation of a transition in the graph. The fix may be to make invocation of this method from within sub-state machines proxy...