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Experimental: this API is experimental and might be changed or removed in the future.


class in UnityEditor.Experimental.Animations


Inherits from:Object

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Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.

This class binds GameObject properties, records their values as they change in the running Scene, and saves the result in an AnimationClip. The recorded GameObject is called root in the class, and you can also bind the properties of any child of root.

See the following code example on how this class can be implemented and to set what gets recorded.

#pragma strict
public class RecordTransformHierarchy extends MonoBehaviour {
	public var clip: AnimationClip;
	public var record: boolean = false;
	private var m_Recorder: GameObjectRecorder;
	function Start() {
		m_Recorder = new GameObjectRecorder();
		m_Recorder.root = gameObject;
		m_Recorder.BindComponent.<Transform>(gameObject, true);
	function LateUpdate() {
		if (clip == null)return ;
		if (record) {
		elseif (m_Recorder.isRecording) {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Animations;

public class RecordTransformHierarchy : MonoBehaviour { public AnimationClip clip; public bool record = false;

private GameObjectRecorder m_Recorder;

void Start() { m_Recorder = new GameObjectRecorder(); m_Recorder.root = gameObject;

m_Recorder.BindComponent<Transform>(gameObject, true); }

void LateUpdate() { if (clip == null) return;

if (record) { m_Recorder.TakeSnapshot(Time.deltaTime); } else if (m_Recorder.isRecording) { m_Recorder.SaveToClip(clip); m_Recorder.ResetRecording(); } } }


currentTimeReturns the current time of the recording.
isRecordingReturns true when the recorder is recording.
rootThe GameObject used for the recording.


GameObjectRecorderCreate a new GameObjectRecorder.

Public Functions

BindBinds a GameObject's property as defined by EditorCurveBinding.
BindAllAdds bindings for all of target's properties, and also for all the target's children if recursive is true.
BindComponentAdds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.
GetBindingsReturns an array of all the bindings added to the recorder.
ResetRecordingReset the recording.
SaveToClipSaves the recorded animation into clip.
TakeSnapshotForwards the animation by dt seconds, then record the values of the added bindings.

Inherited members


hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.


boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

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