AnimationScriptPlayable.Create

Declaration

public static Animations.AnimationScriptPlayable Create(Playables.PlayableGraph graph, T jobData, int inputCount);

Parameters

Parameter Description
graph The PlayableGraph object that will own the AnimationScriptPlayable.
job The IAnimationJob to execute when processing the playable.
inputCount The number of inputs on the playable.

Returns

AnimationScriptPlayable A new AnimationScriptPlayable linked to the PlayableGraph.

Description

Creates an AnimationScriptPlayable in the PlayableGraph.

This playable contains a job implementing an IAnimationJob. This interface defines two methods that will be called while processing the PlayableGraph.

Here is an example of how to create an AnimationScriptPlayable with a simple IAnimationJob:

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

public struct AnimationJob : IAnimationJob { public int userData;

public void ProcessRootMotion(AnimationStream stream) { // This method is called during the root motion process pass. }

public void ProcessAnimation(AnimationStream stream) { // This method is called during the animation process pass. Debug.Log(string.Format("Value of the userData: {0}", userData)); } }

[RequireComponent(typeof(Animator))] public class AnimationScriptExample : MonoBehaviour { PlayableGraph m_Graph; AnimationScriptPlayable m_AnimationScriptPlayable;

void OnEnable() { m_Graph = PlayableGraph.Create("AnimationScriptExample"); var output = AnimationPlayableOutput.Create(m_Graph, "ouput", GetComponent<Animator>());

var animationJob = new AnimationJob(); m_AnimationScriptPlayable = AnimationScriptPlayable.Create(m_Graph, animationJob);

output.SetSourcePlayable(m_AnimationScriptPlayable); m_Graph.Play(); }

void Update() { var animationJob = m_AnimationScriptPlayable.GetJobData<AnimationJob>(); ++animationJob.userData; m_AnimationScriptPlayable.SetJobData(animationJob); }

void OnDisable() { m_Graph.Destroy(); } }

Additional resources: IAnimationJob, AnimatorJobExtensions.


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