Class ModelAnimationInventory
Plain, engine-agnostic snapshot of everything ModelAnimationScanner found for one model
asset. Stores only paths, names and value data — never a live UnityEngine.Object reference
— so an inventory can be cached, compared, or handed to a validator without keeping the scanned prefab
loaded.
Inheritance
ModelAnimationInventory
Assembly: Serenity.AnimationHub.Editor.dll
Syntax
public sealed class ModelAnimationInventory
Constructors
ModelAnimationInventory(string, string, ModelSourceKind, string, bool, UnityAnimationInventory, ProceduralInventory)
Declaration
public ModelAnimationInventory(string modelAssetPath, string modelName, ModelSourceKind sourceKind, string sourceModelPath, bool isWritable, UnityAnimationInventory unity, ProceduralInventory procedural = null)
Parameters
Properties
IsWritable
Declaration
public bool IsWritable { get; }
Property Value
| Type |
Description |
| bool |
False for ImportedModel — an imported model's animation data is not editable in place.
|
ModelAssetPath
Declaration
public string ModelAssetPath { get; }
Property Value
ModelName
Declaration
public string ModelName { get; }
Property Value
Procedural
Declaration
public ProceduralInventory Procedural { get; }
Property Value
SourceKind
Declaration
public ModelSourceKind SourceKind { get; }
Property Value
SourceModelPath
Declaration
public string SourceModelPath { get; }
Property Value
| Type |
Description |
| string |
Path of the imported model (.fbx or equivalent) behind the scanned asset, or empty when none was resolved.
|
Unity
Declaration
public UnityAnimationInventory Unity { get; }
Property Value