다음은 프로젝트에서 애니메이션 기능을 사용하는 경우 Unity 4에서 Unity 5로 프로젝트를 업그레이드할 때 주의해야 하는 참고 사항입니다.
5.0에서는 에디터에서 메카님 에셋을 빌드하고 편집할 수 있는 API를 제공합니다. 이전에 (UnityEditorInternal 네임스페이스에서) 지원되지 않는 API를 사용한 사용자의 경우 새 API를 사용하도록 스크립트를 수동으로 업데이트해야 합니다.
다음은 가장 많이 발생하는 타입 변화의 짧은 리스트입니다.
이전: | 신규: |
---|---|
UnityEditorInternal.BlendTree | UnityEditor.Animations.BlendTree |
UnityEditorInternal.AnimatorController | UnityEditor.Animations.AnimatorController |
UnityEditorInternal.StateMachine | UnityEditor.Animations.AnimatorStateMachine |
UnityEditorInternal.State | UnityEditor.Animations.AnimatorState |
UnityEditorInternal.AnimatorControllerLayer | UnityEditor.Animations.AnimatorControllerLayer |
UnityEditorInternal.AnimatorControllerParameter | UnityEditor.Animations.AnimatorControllerParameter |
또한 대부분의 액세서 함수의 배열이 다음과 같이 변경되었습니다.
UnityEditorInternal.AnimatorControllerLayer layer = animatorController.GetLayer(index);
변경 후:
UnityEditor.Animations.AnimatorControllerLayer layer = animatorController.layers[index];
이 블로그 포스트의 끝에 API 사용법에 대한 기본적인 예제가 나와 있습니다. http://blogs.unity3d.com/2014/06/26/shiny-new-animation-features-in-unity–5–0/
세부 정보는 스크립팅 API 문서를 참조하십시오.
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