logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    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.

    Inheritance
    object
    ModelAnimationValidator
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    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.

    In this article
    © 2026 Serenity. All Rights Reserved