http://blog.csdn.net/zzxiang1985/article/details/51291861 在Unity中,我们有两种方法创建Animation Clip. 一种(后面简称方法一)是选中挂载了Animation组件的GameObject,在Animation窗口中点击Create New Clip创建出来的Animation Clip. 另一种(后面简称方法二)是在Project窗口的空白地方右键单击,选择Create->Animation创建出来的Animation C
Unity3d 4及之前的版本中动画的播放用的animation,可直接获取其播放持续长度.但5.x及以后的版本中都是用animator来播放动画了. https://docs.unity3d.com/Manual/AnimationOverview.html While Mecanim is recommended for use in most situations, Unity has retained its legacy animation system which existed b
Use Script To Creat 2D Animation Clip From Multiply Mode Sprite 很多时候美工拿过来的一张序列帧图片,我们需要转换成 Multiply Mode,切片生成动画,然后绑定Prefab,可以考虑些一个脚本省略重复劳动.直接上代码 结果: Main Procede using UnityEngine; using UnityEditor; using UnityEditorInternal; ///AnimatorController pu
目前找到的解决方案是用代码加Event: using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { public bool b = false; public bool b1 = true; public AnimationEvent mEvent; // Use this for initiali
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerControll : MonoBehaviour { Transform playerTransform; Animation playerAnimation; Rigidbody playerRigidbody; public float moveSpeed; public float jumpAbi
http://www.cnblogs.com/leng-yuye/archive/2013/01/11/2856144.html 由于模型是由第三方的软件制作的,用unity不能直接编辑模型里的动画文件(read-ony),比如为动画绑定事件,所以要把模型中的动画文件抽取出来,这样文件是可写的了.抽取动画文件的脚本非本人所写,贴在此处大家分享.---unity3d using UnityEditor; using UnityEngine; using System.IO; public clas