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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Animations.GameObjectRecorder.html below:

Unity - Scripting API: GameObjectRecorder

GameObjectRecorder

class in UnityEditor.Animations

/

Inherits from:Object

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Description

Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.

This class binds GameObject properties, records their values as they change in the running Scene, and saves the result in an AnimationClip. The recorded GameObject is called root in the class, and you can also bind the properties of any child of root.

See the following code example on how this class can be implemented and to set what gets recorded.

using UnityEngine;
using UnityEditor.Animations;

public class RecordTransformHierarchy : MonoBehaviour { public AnimationClip clip;

private GameObjectRecorder m_Recorder;

void Start() { // Create recorder and record the script GameObject. m_Recorder = new GameObjectRecorder(gameObject);

// Bind all the Transforms on the GameObject and all its children. m_Recorder.BindComponentsOfType<Transform>(gameObject, true); }

void LateUpdate() { if (clip == null) return;

// Take a snapshot and record all the bindings values for this frame. m_Recorder.TakeSnapshot(Time.deltaTime); }

void OnDisable() { if (clip == null) return;

if (m_Recorder.isRecording) { // Save the recorded session to the clip. m_Recorder.SaveToClip(clip); } } }

Properties Property Description currentTime Returns the current time of the recording. (Read Only) isRecording Returns true when the recorder is recording. (Read Only) root The GameObject root of the animated hierarchy. (Read Only) Public Methods Method Description Bind Binds a GameObject's property as defined by EditorCurveBinding. BindAll Adds bindings for all of target's properties, and also for all the target's children if recursive is true. BindComponent Adds bindings for all the properties of component. BindComponentsOfType Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. GetBindings Returns an array of all the bindings added to the recorder. ResetRecording Reset the recording. SaveToClip Saves recorded animation to a destination clip. TakeSnapshot Forwards the animation by dt seconds, then record the values of the added bindings. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.

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