The practical application of the animation-related function modification of the Model of Unity AssetPostprocessor
In Unity, the AssetPostprocessor is a very useful tool that automates some operations when importing assets. Among them, the animation-related function modification of the Model can help us automatically modify the animation-related functions when importing the model, thereby improving our work efficiency. This article will introduce how to use AssetPostprocessor's Model's animation-related function modification, and provide multiple usage examples.
What is AssetPostprocessor
AssetPostprocessor is a class in Unity that can automatically perform some operations when importing assets. We can achieve our own needs by inheriting AssetPostprocessor and rewriting its methods. Among them, the modification of Model's animation-related functions is a function in AssetPostprocessor, which can help us automatically modify animation-related functions when importing a model.
Model's animation-related function modification
In Unity, we can control the animation of the model through the Animator component. The Animator component contains some animation-related functions, such as SetBool, SetFloat, SetInteger, etc. These functions help us control the playback of animations. When importing the model, we can automatically modify these functions through the animation-related function modification of the Model of AssetPostprocessor.
Modify the SetBool function
We can control the playback of the animation by modifying the SetBool function. For example, we can automatically change the parameter name "isRunning" in all SetBool functions to "isWalking" when importing the model, so as to control the animation playback. The specific implementation is as follows:
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor : AssetPostprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Bool)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetBool" && e.stringParameter == "isRunning")
{
e.stringParameter = "isWalking";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Modify the SetFloat function
We can also control the animation playback by modifying the SetFloat function. For example, we can automatically change the parameter name "speed" in all SetFloat functions to "velocity" when importing the model, so as to control the animation playback. The specific implementation is as follows:
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor : AssetPostprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Float)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetFloat" && e.stringParameter == "speed")
{
e.stringParameter = "velocity";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Modify the SetInteger function
We can also control the playback of the animation by modifying the SetInteger function. For example, we can automatically change the parameter name "state" in all SetInteger functions to "status" when importing the model, so as to control the animation playback. The specific implementation is as follows
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor : AssetPostprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Int)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetInteger" && e.stringParameter == "state")
{
e.stringParameter = "status";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Example of use
The following are several examples of animation-related function modification of the Model using AssetPostprocessor.
Example 1: Modifying the SetBool function
We can change the parameter name "isRunning" in all SetBool functions to "isWalking" when importing the model, so as to control the animation playback. The specific implementation is as follows:
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor : AssetPostprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Bool)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetBool" && e.stringParameter == "isRunning")
{
e.stringParameter = "isWalking";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Example 2: Modifying the SetFloat function
We can automatically change the parameter name "speed" in all SetFloat functions to "velocity" when importing the model, so as to control the animation playback. The specific performance is as follows:
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor : AssetPostprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Float)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetFloat" && e.stringParameter == "speed")
{
e.stringParameter = "velocity";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Example 3: Modifying the SetInteger function
We can automatically change the parameter name "state" in all SetInteger functions to "status" when importing the model, so as to control the animation playback. The specific implementation is as follows:
using UnityEngine;
using UnityEditor;
public class ModelPostprocessor :Postprocessor
{
void OnPostprocessModel(GameObject go)
{
Animator animator = go.GetComponent<Animator>();
if (animator != null)
{
AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
if (controller != null)
{
foreach (AnimatorControllerParameter parameter in controller.parameters)
{
if (parameter.type == AnimatorControllerParameterType.Int)
{
foreach (AnimationClip clip in controller.animationClips)
{
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (AnimationEvent e in events)
{
if (e.functionName == "SetInteger" && e.stringParameter == "state")
{
e.stringParameter = "status";
AnimationUtility.SetAnimationEvents(clip, events);
}
}
}
}
}
}
}
}
}
Summarize
This article introduces how to use AssetPostprocessor's Model's animation-related function modification, and provides multiple usage examples. By using the animation-related function modification of the Model of AssetPostprocessor, we can automatically modify the drawing-related functions when importing the model, thereby improving our work efficiency.