Class ModelAnimationValidator
The authoring rules for a scanned model: a controller actually assigned, every state and transition wired to something real, clips that will actually play under Mecanim, parameters and nearby clips that are not simply dead weight, and — over Procedural — the Procedural Expression components, rig bindings and applier diagnostics.
Inherited Members
Namespace: Serenity.Editor.AnimationHub.Discovery
Assembly: Serenity.AnimationHub.Editor.dll
Syntax
public static class ModelAnimationValidator
Remarks
Pure and engine-agnostic like Serenity.GameUi.Application.Validation.HudDefinitionScanner,
its closest exemplar: it reads only the DTOs ModelAnimationScanner already produced, never
AssetDatabase or UnityEditor, so the same rules run in the window, in a project-wide
validator and in a plain NUnit test without an editor.
Every finding's SubjectId is the row key
AnimationHubRowKeys builds for the same entry, so the window can look a finding up by
the exact key its row was drawn with — see AnimationHubIssueIndex.
Methods
Validate(ModelAnimationInventory)
Runs every rule over a scanned model.
Declaration
public static IReadOnlyList<AuthoringIssue> Validate(ModelAnimationInventory inventory)
Parameters
| Type | Name | Description |
|---|---|---|
| ModelAnimationInventory | inventory | The inventory ModelAnimationScanner produced. |
Returns
| Type | Description |
|---|---|
| IReadOnlyList<AuthoringIssue> | Every finding, asset-level first, then one Animator at a time, then the clip list. |