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    Class ModelAnimatorCreator.Input

    Everything needed to create or wire an UnityEditor.Animations.AnimatorController for one model.

    Inheritance
    object
    ModelAnimatorCreator.Input
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.Editor.AnimationHub.Authoring
    Assembly: Serenity.AnimationHub.Editor.dll
    Syntax
    public sealed class ModelAnimatorCreator.Input

    Constructors

    Input()

    Declaration
    public Input()

    Fields

    ControllerAssetName

    File name (without extension) for the new controller asset. Empty resolves to "<ModelName>Controller".

    Declaration
    public string ControllerAssetName
    Field Value
    Type Description
    string

    ControllerFolderPath

    Folder the new controller asset is created under. Empty resolves to "<model folder>/Animations".

    Declaration
    public string ControllerFolderPath
    Field Value
    Type Description
    string

    CreateSeedIdleState

    Whether to seed the new controller with an empty "Idle" state, set as its default.

    Declaration
    public bool CreateSeedIdleState
    Field Value
    Type Description
    bool

    ModelAssetPath

    Project-relative path of the model prefab (or prefab variant) to author.

    Declaration
    public string ModelAssetPath
    Field Value
    Type Description
    string

    RegisterAsAddressables

    Declaration
    public bool RegisterAsAddressables
    Field Value
    Type Description
    bool

    TargetAnimatorGameObjectPath

    "/"-separated path from the model's root to the GameObject the Animator is wired onto. Empty wires the root — the same convention AnimatorEntry.GameObjectPath reports.

    Declaration
    public string TargetAnimatorGameObjectPath
    Field Value
    Type Description
    string
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