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JOIN THE DOTS - EASY ANIMATOR CONTROLLER

EASY ANIMATOR CONTROLLER automates the process of renaming AnimationClips and creating AnimatorControllers, reducing setup time and improving maintainability, scalability, and reliability.
JOIN THE DOTS - EASY ANIMATOR CONTROLLER Asset Image EASY ANIMATOR CONTROLLER automates the process of renaming AnimationClips and creating AnimatorControllers, reducing setup time and improving maintainability, scalability, and reliability.

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$39
Category:
ToolsAnimation
Developer:
jointhedotsmapgenerator
Price:
$39
Favorites:
7
Supported Unity Versions:
2022.3.5 or higher
Current Version:
1.0.0
Download Size:
26.53 MB
Last Update:
Sep 9, 2024
Description:
EASY ANIMATOR CONTROLLER is a solution to the problems that make MECANIM an improvable solution. It automates the process of renaming AnimationClips to encode essential information, and creates AnimatorControllers from scratch with preset parameters. This reduces setup time and improves maintainability, scalability, and reliability.

The system uses a simple UI with parameters exposed in a single scriptable object, making it easy to use for designers, artists, and programmers. It automates the change of AnimationClip names to include necessary information, and stores them in data structures for scripts to access.

With a well-designed AnimationSO, you can rename hundreds of animation clips in minutes. The system creates new AnimatorControllers automatically from scratch with states, transitions, and parameters preset in the configuration asset. It eliminates the need to call methods like Animator.PlayClip("string name") or Animator.SetBool("string name") directly, reducing error-prone and hard-to-debug "magic strings".

The editor workflow for renaming clips and initializing the CNBanimLinker component is independent of the runtime workflow for calling the desired animation at the desired time. The runtime workflow code is encapsulated, making it easy to use the CNBInputAdapter and adapt it to your needs.

EASY ANIMATOR CONTROLLER adapts to all scenarios, creating new AnimatorControllers from scratch according to the configuration stored in an AnimationsSO scriptable object asset. It allows you to reach an advanced starting point in the animation of your GameObjects with minimum effort and time, taking advantage of the virtues of MECANIM and giving an effective solution to its main problems.

Key features include:

* Simple UI with no programming required
* All source code is included
* Lightweight and optimized for performance
* Works with all processing pipelines (embedded, URP, SRP, HDRP, custom RP)
* Not a graphics package
Technical Details:
The system uses a simple UI with parameters exposed in a single scriptable object, making it easy to use for designers, artists, and programmers. It automates the change of AnimationClip names to include necessary information, and stores them in data structures for scripts to access.

The system creates new AnimatorControllers automatically from scratch with states, transitions, and parameters preset in the configuration asset. It eliminates the need to call methods like Animator.PlayClip("string name") or Animator.SetBool("string name") directly, reducing error-prone and hard-to-debug "magic strings".

The editor workflow for renaming clips and initializing the CNBanimLinker component is independent of the runtime workflow for calling the desired animation at the desired time. The runtime workflow code is encapsulated, making it easy to use the CNBInputAdapter and adapt it to your needs.

The system adapts to all scenarios, creating new AnimatorControllers from scratch according to the configuration stored in an AnimationsSO scriptable object asset. It allows you to reach an advanced starting point in the animation of your GameObjects with minimum effort and time, taking advantage of the virtues of MECANIM and giving an effective solution to its main problems.
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