#hey this is gonna sound super vague but
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https://youtu.be/fezqayA9dKs just putting this here as it was a solution for me
In this tutorial I demonstrate how to "bake" any arbitrary position, translation, rotation or scale to Unity animation clips. The original motion can be data-driven or physics-driven. An example of data-driven animation would be a tween system and a physic-driven animation would be created from Rigidbody physics and collisions. Either of these a...
is that available at runtime ?
ah i see its editor only
I'm adapting it as we speak but I think this will work in a build because it's script driven
the class GameObjectRecorder that he uses is in the namspace UnityEditor.Animations
so i dont think that works in a build version
ah RIP I thought I had got somewhere there, oh well my search continues
you can still record all the data you need to a json file and read that back
its just more work then the provided way