Version: 2019.4
  • C#

AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject, EditorCurveBinding[])

Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.




gameObject The GameObject with animated custom properties.
bindings The animation curves bound to the custom properties.


This function is called when the animation curves for a custom property are finished importing.

It is called for every GameObject with an animated custom property. Each animated property has an animation curve that is represented by an EditorCurveBinding. This lets you dynamically add components to a GameObject and retarget the EditorCurveBindings to any animatable property.

using UnityEngine;
using UnityEditor;

class MyAllPostprocessor : AssetPostprocessor { void OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) { // add a particle emitter to every game object that has a custom property called "particleAmount" // then map the animation to the emission rate for (int i = 0; i < bindings.Length; i++) { if (bindings[i].propertyName == "particlesAmount") { ParticleSystem emitter = go.AddComponent<ParticleSystem>(); var emission = emitter.emission; emission.rateOverTimeMultiplier = 0;

bindings[i].propertyName = "EmissionModule.rateOverTime.scalar"; bindings[i].path = AnimationUtility.CalculateTransformPath(go.transform, go.transform.root); bindings[i].type = typeof(ParticleSystem); } } } }