Version: 2020.1
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AnimatorJobExtensions.AddJobDependency

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public static void AddJobDependency(Animator animator, Unity.Jobs.JobHandle jobHandle);

Parameters

animator The Animator instance that calls this method.
jobHandle The JobHandle of the job that needs to run before animator jobs.

Description

Creates a dependency between animator jobs and the job represented by the supplied job handle. To add multiple job dependencies, call this method for each job that need to run before the Animator's jobs.

After each update the Animator dependencies are flushed.

using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

using Unity.Collections; using Unity.Jobs;

public class MyMonoBehaviour : MonoBehaviour { NativeArray<int> input0; NativeArray<int> input1; NativeArray<int> output;

PlayableGraph graph; Animator animator;

public struct SumDataForJob : IJob { [ReadOnly] public NativeArray<int> input0;

[ReadOnly] public NativeArray<int> input1;

public NativeArray<int> output;

public void Execute() { for (var i = 0; i < output.Length; ++i) output[i] = input0[i] + input1[i]; } }

public struct MyAnimationJob : IAnimationJob { [ReadOnly] public NativeArray<int> input;

public float sum;

public void ProcessRootMotion(AnimationStream stream) { sum = 0; for (var i = 0; i < input.Length; ++i) sum += input[i]; }

public void ProcessAnimation(AnimationStream stream) {} }

public void Start() { input0 = new NativeArray<int>(10, Allocator.Persistent); input1 = new NativeArray<int>(10, Allocator.Persistent); output = new NativeArray<int>(10, Allocator.Persistent);

for (var i = 0; i < output.Length; i++) { input0[i] = i; input1[i] = 10 * i; output[i] = 0; }

animator = gameObject.AddComponent<Animator>();

graph = PlayableGraph.Create(); var myAnimationJob = new MyAnimationJob(); myAnimationJob.input = output;

var scriptPlayable = AnimationScriptPlayable.Create(graph, myAnimationJob); var playableOutput = AnimationPlayableOutput.Create(graph, "output", animator);

playableOutput.SetSourcePlayable(scriptPlayable); graph.Play(); }

public void Update() { SumDataForJob sumJob; sumJob.input0 = input0; sumJob.input1 = input1; sumJob.output = output;

var jobHandle = sumJob.Schedule(); animator.AddJobDependency(jobHandle); }

public void OnDestroy() { graph.Destroy(); input0.Dispose(); input1.Dispose(); output.Dispose(); } }

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