Closed KybernetikGames closed 2 months ago
I look forward to the Inertializaton technique being implemented. It would certainly ease the burden for networked games. Regardless if it would be part of Fleximotion or a new package, it's definitely a day one buy for me!
Hey everyone, it's time for a progress update on Animancer v8.0:
Animancer v8.0a3 is now available for Alpha Testing. The main changes from a2
are:
Anyone with access to the Pro Test can download the new package from the same link as before. The Lite Test is available in the Upgrade Guide.
Animancer v8.0a4 is now available for Alpha Testing. It doesn't have any significant changes from a3
, just a few minor fixes and cleanup with most of my work going into improving the Samples, including a few new ones.
Animancer v8.0 is now up on the Asset Store and Itch.io. I decided to skip the planned Beta release since the Alpha has been stable and I've already updated a lot of the documentation so it should only take a few more days to finish the key pages. I've set up the upgrade discounts so they should just work automatically, but let me know if you have any issues with it.
Edit: the Change Log is now up with much more detail than this page.
I've started work on the next major version of Animancer and it will likely end up being the largest update yet by a significant margin because the main feature I want to implement (Transition Sets) actually requires several other big features as well.
animancerComponent.Events.SetCallback("Name", callback)
then any event with that name in any state will automatically trigger that callback instead of needing to set the callback on every specific state/transition. This will also be necessary for Transition Sets (otherwise Animancer Events would be basically unusable with them so you'd need to just use Unity's Animation Events). Unfortunately, this is a breaking change. Any event callbacks set up in an older version of Animancer will be lost.NamedKey
asset with a button to create a new one. The runtime event sequence still supports direct string usage so existing code will still work and you won't need to get a reference to the asset in order to assign a callback with that name. This reduces the chances of misspelling (without needing the[EventNames]
attribute) and allows easier renaming. Unfortunately, this is a breaking change. Any event names set up in an older version of Animancer will be lost.#if ANIMANCER
(or whatever symbol they want) to conditionally compile out code that would use Animancer if it's not present.Inertialization
Inertialization is a technique which could potentially improve the visual quality and/or performance of animation transitions compared to the simple cross fading Animancer currently uses.
DOTS Animation
Nope. Practically no part of Animancer would be directly usable in DOTS and without any base system to build upon like the Playables API I'd essentially be competing directly with Unity's animation team as well as anyone else making their own plugins from scratch, but at a massive disadvantage with limited time and the need to continue supporting old Animancer (and all my other plugins). So I don't plan on attempting anything there in the near future.
Release Date
Not any time soon. Having a full time job means I can't spend anywhere near as much time as I used to developing Animancer and this one will likely be significantly larger than any previous update.