CHARACTERISTICS


  • The user interface is so simple that it becomes an essential tool for designers and artists, as well as for programmers.
  • The UI is proposed through parameters exposed in a single "scriptable object", an approach that greatly facilitates the saving of the "configuration assets" (type "AnimationsSO") generated, avoiding to a great extent that parts of the system are touched that could break its functionality.
  • It automates the change of the names of the "AnimationClips" that we want to use to pass from the strings chosen by the artists to new strings that include all the necessary information to categorize them, and store them in data structures at the disposal of your "scripts".
  • With a well-designed "AnimationSO" to get all the relevant information in the original "AnimationClips" assets, you can rename hundreds of animation clips within minutes in the editor at the push of a button.
  • Create new AnimatorControllers automatically from scratch with the states, transitions and parameters preset in the configuration asset used, at the click of a button.
  • You never have to call methods like "Animator.PlayClip("string name")" or "Animator.setBool("string name")" directly again. This means no more error-prone and hard-to-debug "magic strings".
  • The editor workflow for renaming clips, adding the "CNBanimLinker" component and initializing it, is independent of the runtime workflow for calling the desired animation at the desired time.
  • The runtime workflow code is encapsulated depending very little on external information from the controller or player input system being used to function correctly. This encapsulated roadmap makes it really easy to use the "CNBInputAdapter" which you can adapt to your needs once you understand the ways to use the new information available to create helper methods that fit your needs.
  • The product we have developed adapts to all scenarios, since it is a matter of creating from scratch new "AnimatorControllers" according to the configuration stored in an "AnimationsSO scriptable object asset" and creating the data structures to store all the information necessary for the exposed helper methods to provide us with the right animation at the right time.
  • "EASY ANIMATOR CONTROLLER" allows us to reach, with minimum effort and time, an advanced starting point in the animation of our "GameObjects", taking advantage of the virtues of "MECANIM" and giving an effective solution to its main problems.
  • Easy to use UI. No programming required.
  • All source code is included.
  • "EASY ANIMATOR CONTROLLER" is lightweight and optimized for performance.
  • The package works with all processing pipelines (embedded, URP, SRP, HDRP, custom RP). It is not a graphics package. You will only need to convert example model materials for your SRP if you are not using the built-in SRP.