logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Namespace Serenity.Editor.AnimationHub.Discovery

    Classes

    AnimationHubRowKeys

    Builds the stable row keys the Animation Hub window uses for expansion state, and that ModelAnimationValidator anchors its findings to. Lives in Discovery rather than Window so a pure validator can name the row a finding belongs to without depending on presentation code — the key scheme is domain vocabulary (which Animator, which layer, which state) shared by the validator and by whatever draws it.

    AnimatorEntry

    One Animator found under a scanned model, and everything wired into its controller.

    ClipEntry

    One clip discovered for the model, with the metadata a validator or authoring tool needs without loading it again.

    LayerEntry

    One layer declared on an Animator Controller, with its state machine flattened.

    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.

    ModelAnimationScanner

    Reads the full animation setup of a model asset (a prefab, a prefab variant, or an imported model) straight off the loaded prefab asset — never UnityEditor.PrefabUtility.LoadPrefabContents(System.String), whose instantiated hierarchy is destroyed on unload and would leave every reference in the returned ModelAnimationInventory dangling.

    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.

    ModelAnimationValidator.Sections

    The groups a finding can belong to, in the hub's own vocabulary.

    ModelClipDiscovery

    Builds the deduplicated ClipEntry list for a scanned model: clips wired into the model's controllers (found by ModelAnimationScanner's state-machine walk), clips embedded in the source model asset, and — opt-in — loose clips found nearby in the model's own folder tree. A clip already reported under one origin is never reported again under a lower-priority one.

    ParameterEntry

    One parameter declared on an Animator Controller.

    ProceduralActionEntry

    One entry in the profile's effective Actions list.

    ProceduralAnimatorScanner

    Reads a model's Procedural Animator setup straight off the loaded prefab asset, the same way ModelAnimationScanner reads its Unity Animator setup: never UnityEditor.PrefabUtility.LoadPrefabContents(System.String), whose instantiated hierarchy is destroyed on unload and would leave every reference in the returned ProceduralInventory dangling.

    ProceduralInventory

    Plain, engine-agnostic snapshot of everything ProceduralAnimatorScanner found for one model's Procedural Animator setup: which of the three components are present, the rig's bone bindings, the assigned profile's own composition (rules, effective layers/actions, reachable state keys), and the applier's own setup warnings. Stores only paths, names and value data — never a live UnityEngine.Object reference — mirroring ModelAnimationInventory.

    ProceduralLayerEntry

    One entry in the profile's effective Layers list.

    ProceduralRuleEntry

    One entry in the profile's Rules list — the composition root wiring a condition to a layer-weight or action-trigger effect.

    ProceduralStateKeyEntry

    One state key reachable from the profile's rules (via a StateKeyWeightProviderSO).

    StateEntry

    One state in a layer's state machine.

    TransitionEntry

    One transition in a layer's state machine.

    UnityAnimationInventory

    The Animator and clip data found under a scanned model.

    Structs

    ModelAnimationScanner.ScanOptions

    Enums

    ClipOrigin

    Where a discovered ClipEntry was found relative to the model.

    ControllerKind

    What kind of runtime controller drives an AnimatorEntry.

    ModelSourceKind

    How the scanned model's asset was authored, driving IsWritable.

    MotionKind

    What kind of motion a StateEntry plays.

    In this article
    © 2026 Serenity. All Rights Reserved