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Runtime Conversion (Non-subscene workflow) #22

Description

@nicolasgramlich

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 :)

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