All examples appear to rely on the animations being used in a subscene, since they rely on functions like toDenseClip which is inside a #if UNITY_EDITOR preprocessor statement.
This doesn't work nicely or easily with dynamically created environments. Example, i have a game where I dynamically create a set of enemies depending on some difficulty level. These enemies are instantiated from prefabs during runtime. I can easily attach any component and even particlesystems (via AddHybridComponent), yet I don't see how this would work with animations.
It would be tremendously helpful to have an example that shows how to do this non-subscene conversion flow. 🙏
CC @oldio, @mecanimdev :)
All examples appear to rely on the animations being used in a subscene, since they rely on functions like
toDenseClipwhich is inside a#if UNITY_EDITORpreprocessor statement.This doesn't work nicely or easily with dynamically created environments. Example, i have a game where I dynamically create a set of enemies depending on some difficulty level. These enemies are instantiated from prefabs during runtime. I can easily attach any component and even particlesystems (via AddHybridComponent), yet I don't see how this would work with animations.
It would be tremendously helpful to have an example that shows how to do this non-subscene conversion flow. 🙏
CC @oldio, @mecanimdev :)