AnimationClip

class in UnityEngine

/

Inherits from:Motion

/

Implemented in:UnityEngine.AnimationModule

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Description

Provides an asset that assigns animation curves to animatable properties.

The Animation component and the Animator component use the AnimationClip asset to animate GameObject and Component properties.

Supported Animatable Types

When you create an AnimationClip asset with an Animation component, you must set legacy to true. Use the Animation component to animate the following public or serialized properties for a GameObject or Component:

  • float values
  • boolean values (casted to float)
  • integer values (casted to float)
  • discrete integer values (using the attribute DiscreteEvaluationAttribute and reinterpreted to float)

For legacy clips, use the SetCurve method to assign new curves in the Editor and at runtime.

When you create an AnimationClip asset for an Animator component, you can animate the following public or serialized properties:

Curve creation

In the Editor, it is recommended that you use the AnimationUtility.SetEditorCurve and AnimationUtility.SetEditorCurves methods to assign one or many AnimationCurve objects for each float property and each boolean, integer, or discrete integer reinterpreted as a float.

In the Editor and at runtime, you can use the SetCurve method to assign an AnimationCurve to an animation clip. You can also modify an animation clip at runtime but this modification is only recognized by the Animation component. The Animator component requires that clips are compiled to an optimized representation and this compilation process is not available at runtime.

Use the AnimationUtility.SetObjectReferenceCurve and AnimationUtility.SetObjectReferenceCurves methods to create and assign new ObjectReferenceKeyframe arrays of Object reference properties. Note: This is only supported by the Animator component.

Curve query

Use the AnimationUtility.GetEditorCurve method to retrieve an AnimationCurve for a float property.

Use the AnimationUtility.GetObjectReferenceCurve method to retrieve an ObjectReferenceKeyframe array for an Object reference property. Note: This is only supported by the Animator component.

Animation Events management

In the editor, use the AnimationUtility.SetAnimationEvents method to set or replace the AnimationEvent array for the AnimationClip. Use the AnimationUtility.GetAnimationEvents method to retrieve the AnimationEvent array from the AnimationClip.

Additional resources: Animation Animator AnimationCurve ObjectReferenceKeyframe AnimationEvent

// Create a new MonoBehaviour in your project and paste in the following code.

using UnityEngine;

// The example creates a new MonoBehaviour that is used alongside a Camera component.
// At runtime, the component will create a procedural clip to animate the Camera field of view
// property and automatically play that clip on an Animation component.
[RequireComponent(typeof(Camera))]
public class ProceduralFieldOfViewAnimation : MonoBehaviour
{
    void OnEnable()
    {
        AnimationClip clip = new AnimationClip();
        AnimationCurve curve = AnimationCurve.Linear(0.0f, 60.0f, 10.0f, 90.0f);
        clip.SetCurve("", typeof(Camera), "field of view", curve);
        clip.legacy = true;

        if (!TryGetComponent<Animation>(out var animation))
            animation = gameObject.AddComponent<Animation>();

        animation.AddClip(clip, "animfov");
        animation.Play("animfov");
    }
}
using UnityEditor;
using UnityEngine;

static class AnimationClipWithAnimationCurvesExample
{
    // This example creates an AnimationClip with a single frame that captures the pose of a GameObject hierarchy.
    // The clip is saved as an asset in the project.
    [MenuItem("Example/Create Animation Clip Pose From GameObject")]
    static void CreateAnimationClipPoseFromGameObject()
    {
        var selectedGameObject = Selection.activeGameObject;
        if (selectedGameObject == null)
        {
            Debug.LogError("Please select a GameObject to create a clip for.");
            return;
        }

        AnimationClip clip = new AnimationClip();

        var transforms = selectedGameObject.GetComponentsInChildren<Transform>();
        var numberOfCurves = transforms.Length * 10; // 3 for position, 4 for rotation, 3 for scale

        var bindings = new EditorCurveBinding[numberOfCurves];
        var curves = new AnimationCurve[numberOfCurves];

        for (int i = 0; i < transforms.Length; ++i)
        {
            var startIndex = i * 10;

            var transform = transforms[i];
            var path = AnimationUtility.CalculateTransformPath(transform, selectedGameObject.transform);

            var index = startIndex;
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.x");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.y");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.z");

            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.x");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.y");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.z");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.w");

            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.x");
            bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.y");
            bindings[index] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.z");

            transform.GetLocalPositionAndRotation(out var localPosition, out var localRotation);
            var localScale = transform.localScale;

            index = startIndex;
            curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.x);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.y);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.z);

            curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.x);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.y);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.z);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.w);

            curves[index++] = AnimationCurve.Constant(0f, 1f, localScale.x);
            curves[index++] = AnimationCurve.Constant(0f, 1f, localScale.y);
            curves[index] = AnimationCurve.Constant(0f, 1f, localScale.z);
        }

        AnimationUtility.SetEditorCurves(clip, bindings, curves);

        AssetDatabase.CreateAsset(clip, AssetDatabase.GenerateUniqueAssetPath($"Assets/{selectedGameObject.name}-Pose.anim"));
    }
}
using UnityEditor;
using UnityEngine;

static class AnimationClipWithObjectReferenceKeyframesExample
{
    // This example creates an AnimationClip of a sequence of sprites selected
    // in the project view. The clip is saved as an asset in the project.
    [MenuItem("Example/Create Flip Book Animation Clip From Sprites")]
    static void CreateFlipBookAnimationClipFromSprites()
    {
        var selectedSprites = Selection.GetFiltered<Sprite>(SelectionMode.Unfiltered);
        if (selectedSprites == null || selectedSprites.Length == 0)
        {
            Debug.LogError("Please select sprites in the project view to create a clip for.");
            return;
        }

        AnimationClip clip = new AnimationClip();

        var spriteCurve = new ObjectReferenceKeyframe[selectedSprites.Length];
        for (int i = 0; i < selectedSprites.Length; ++i)
        {
            var sprite = selectedSprites[i];
            spriteCurve[i] = new ObjectReferenceKeyframe
            {
                time = i/clip.frameRate,
                value = sprite
            };
        }

        var spriteBinding = EditorCurveBinding.PPtrCurve("", typeof(SpriteRenderer), "m_Sprite");
        AnimationUtility.SetObjectReferenceCurve(clip, spriteBinding, spriteCurve);

        AssetDatabase.CreateAsset(clip, AssetDatabase.GenerateUniqueAssetPath($"Assets/FlipBookClip.anim"));
    }
}

Properties

emptyReturns true if the animation clip has no curves and no events.
eventsAnimation Events for this animation clip.
frameRateFrame rate at which keyframes are sampled. (Read Only)
hasGenericRootTransformReturns true if the Animation has animation on the root transform.
hasMotionCurvesReturns true if the AnimationClip has root motion curves.
hasMotionFloatCurvesReturns true if the AnimationClip has editor curves for its root motion.
hasRootCurvesReturns true if the AnimationClip has root Curves.
humanMotionReturns true if the animation contains curve that drives a humanoid rig.
legacySet to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).
lengthAnimation length in seconds. (Read Only)
localBoundsAABB of this Animation Clip in local space of Animation component that it is attached too.
wrapModeSets the default wrap mode used in the animation state.

Constructors

AnimationClipCreates a new animation clip.

Public Methods

AddEventAdds an animation event to the clip.
ClearCurvesClears all curves from the clip.
EnsureQuaternionContinuityRealigns quaternion keys to ensure shortest interpolation paths.
SampleAnimationSamples an animation at a given time for any animated properties.
SetCurveAssigns the curve to animate a specific property.

Inherited Members

Properties

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

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

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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