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  1. Hi Loodakrawa. There is a neat feature in unity's animation system called Avatar Masks. As far as I understand, these Avatar Masks allow you to disable certain bones during animation blending, which is really helpful if you, for example, need to use different animation clips for separate body parts (i.e. "swing a sword" while legs are "running", without creating additional animation clips for that specific case). So my question is: Is it possible ATM to achieve similar functionality wtih your plugin? Thanks in advance.
  2. Didn't mean to critisize, sorry, just thought there is another, "intended", way to achieve the same goal (since it's a pretty basic feature) without using character maps. I do have a question though, why do we have to refresh every sprite each frame? protected override void ApplySpriteTransform(Sprite sprite, SpriterObject info) { . . . renderer.sprite = sprite; . . . } we can comment out this line, and everything will be working fine, except for sprite swapping.
  3. Hello guys! Thanks for all the work you've put into this. Just tried out this new package. Could you please help me figure out how to swap individual sprites during runtime? Tried replacing sprites on gameobject, but it seems to be resetting them every frame. Edit: Ok, in case anybody wondering, solved by using "UnityAnimatorInstance.SpriteProvider.Set(folderid, fileid, mynewsprite)". Seems like not the most elegant solution, but gets the job done.
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