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# This .gitignore file should be placed at the root of your Unity project directory | ||
# | ||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore | ||
# | ||
/[Ll]ibrary/ | ||
/[Tt]emp/ | ||
/[Oo]bj/ | ||
/[Bb]uild/ | ||
/[Bb]uilds/ | ||
/[Ll]ogs/ | ||
/[Uu]ser[Ss]ettings/ | ||
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# MemoryCaptures can get excessive in size. | ||
# They also could contain extremely sensitive data | ||
/[Mm]emoryCaptures/ | ||
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# Asset meta data should only be ignored when the corresponding asset is also ignored | ||
!/[Aa]ssets/**/*.meta | ||
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# Uncomment this line if you wish to ignore the asset store tools plugin | ||
# /[Aa]ssets/AssetStoreTools* | ||
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# Autogenerated Jetbrains Rider plugin | ||
/[Aa]ssets/Plugins/Editor/JetBrains* | ||
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# Visual Studio cache directory | ||
.vs/ | ||
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# Gradle cache directory | ||
.gradle/ | ||
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# Autogenerated VS/MD/Consulo solution and project files | ||
ExportedObj/ | ||
.consulo/ | ||
*.csproj | ||
*.unityproj | ||
*.sln | ||
*.suo | ||
*.tmp | ||
*.user | ||
*.userprefs | ||
*.pidb | ||
*.booproj | ||
*.svd | ||
*.pdb | ||
*.mdb | ||
*.opendb | ||
*.VC.db | ||
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# Unity3D generated meta files | ||
*.pidb.meta | ||
*.pdb.meta | ||
*.mdb.meta | ||
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# Unity3D generated file on crash reports | ||
sysinfo.txt | ||
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# Builds | ||
*.apk | ||
*.aab | ||
*.unitypackage | ||
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# Crashlytics generated file | ||
crashlytics-build.properties | ||
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# Packed Addressables | ||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* | ||
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# Temporary auto-generated Android Assets | ||
/[Aa]ssets/[Ss]treamingAssets/aa.meta | ||
/[Aa]ssets/[Ss]treamingAssets/aa/* |
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{ | ||
"files.exclude": | ||
{ | ||
"**/.DS_Store":true, | ||
"**/.git":true, | ||
"**/.gitignore":true, | ||
"**/.gitmodules":true, | ||
"**/*.booproj":true, | ||
"**/*.pidb":true, | ||
"**/*.suo":true, | ||
"**/*.user":true, | ||
"**/*.userprefs":true, | ||
"**/*.unityproj":true, | ||
"**/*.dll":true, | ||
"**/*.exe":true, | ||
"**/*.pdf":true, | ||
"**/*.mid":true, | ||
"**/*.midi":true, | ||
"**/*.wav":true, | ||
"**/*.gif":true, | ||
"**/*.ico":true, | ||
"**/*.jpg":true, | ||
"**/*.jpeg":true, | ||
"**/*.png":true, | ||
"**/*.psd":true, | ||
"**/*.tga":true, | ||
"**/*.tif":true, | ||
"**/*.tiff":true, | ||
"**/*.3ds":true, | ||
"**/*.3DS":true, | ||
"**/*.fbx":true, | ||
"**/*.FBX":true, | ||
"**/*.lxo":true, | ||
"**/*.LXO":true, | ||
"**/*.ma":true, | ||
"**/*.MA":true, | ||
"**/*.obj":true, | ||
"**/*.OBJ":true, | ||
"**/*.asset":true, | ||
"**/*.cubemap":true, | ||
"**/*.flare":true, | ||
"**/*.mat":true, | ||
"**/*.meta":true, | ||
"**/*.prefab":true, | ||
"**/*.unity":true, | ||
"build/":true, | ||
"Build/":true, | ||
"Library/":true, | ||
"library/":true, | ||
"obj/":true, | ||
"Obj/":true, | ||
"ProjectSettings/":true, | ||
"temp/":true, | ||
"Temp/":true | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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# AnimatorController as Code (AC2) | ||
AC2 is a Unity plugin to convert a YAML template to an AnimatorController asset. | ||
## Features | ||
Besides generating a AnimatorController from code, AC2 also offers: | ||
1. Generating transition animations | ||
2. Generating AnimationEvents | ||
3. Link Assets by Path | ||
4. Very light weight because AC2 uses native Unity classes | ||
5. Works well with animations from Adobe mixamo. | ||
## Hollo World | ||
``` | ||
name: GeneratedAC2AnimatorController | ||
saveTo: Assets/Resources/Animators | ||
controller: | ||
layers: | ||
- name: Base Layer | ||
stateMachine: | ||
name: Root | ||
stateMachines: | ||
- stateMachine: | ||
name: Idle | ||
states: | ||
- state: | ||
name: Idle | ||
speed: 1 | ||
motion: | ||
!AssetRef | ||
path: Animations/Idle | ||
transitions: | ||
- hasExitTime: true | ||
``` | ||
Output: | ||
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## Usage | ||
Add **Creator** to an empty game object. |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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using UnityEditor.Animations; | ||
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namespace AC2 | ||
{ | ||
public class AC2AnimationClip | ||
{ | ||
public string name; | ||
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public string path; | ||
public float length; | ||
public AC2AnimationEvent[] events; | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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using UnityEditor.Animations; | ||
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namespace AC2 | ||
{ | ||
public class AC2AnimationEvent | ||
{ | ||
public float floatParameter; | ||
public string functionName; | ||
public int intParameter; | ||
public string objectReferenceParameter; | ||
public string stringParameter; | ||
public string time; | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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namespace AC2 | ||
{ | ||
public class AssetRef | ||
{ | ||
public string path { get; set; } | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.