struct in UnityEditor
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.
CloseFor 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.
CloseKeyframe to an Object reference.
Use an object reference keyframe to create an array of Object references. An AnimationClip uses an array of Object references to animate properties.
Use the AnimationUtility.SetObjectReferenceCurve and AnimationUtility.SetObjectReferenceCurves methods to assign ObjectReferenceKeyframe arrays of Object reference properties to an AnimationClip. Use the AnimationUtility.GetObjectReferenceCurve method to retrieve an ObjectReferenceKeyframe array for an Object reference property.
Additional resources: AnimationClip AnimationUtility.SetObjectReferenceCurve AnimationUtility.SetObjectReferenceCurves
AnimationUtility.GetObjectReferenceCurve.
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")); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.