You absolute legend. I've been trying to find a way to play arbitrary one-off animation clips for weeks now, and this got me exactly what I needed. Keep up the strong work!
Inmediatly suscribed after seeing the title and realizing it wasn't another animator override tutorial or anim states without transitions. It's curious that I was looking for info of playable API and neither google or yt showed me this video, it randomly appeared on my feed hours later after I finally found the unity examples, but your video made me understand what exactly was I doing in code. Its so nice to mess with this dark deep secrets that no one is talking about despite beign complety necessary as your project grows up and the pure evil mecanim system start to limit you
I'm glad the video could help! Learning about the Playables API is probably similar to how Navidson felt at the beginning of House of Leaves while measuring his house.
O M G I was looking for the solution that would allow me to just play the damn animation clip for so long. And every search link was ether trying to push horrible mechanim workarounds or BS comments from the author of the Animancer. I managed to figure out playables myself mostly. But this video fills some missing gaps. I apologize for being so salty, but I just so frustrated that such a simple task as "crossafde to this animation clip i linked" took so much time to find. Thank you for your work on this topic.
I'm glad the video was able to help! And haha, no worries. I ran into the same issues when researching. There were no other videos on TH-cam on the topic, the docs were really sparse, and the Unity Forums were all answered by the Animancer guy. Catlike Coding did have a decent intro on their blog as well: catlikecoding.com/unity/tutorials/tower-defense/animation/
You do a great job covering such useful topics, keep up the good work! I have already subscribed to your channel and will be waiting for the next videos. The only thing is that you could not increase the size of your code for the video, because sometimes you have to look closely at what you write, especially on small screens, thanks
Sorry about the font issue! I'll try to remember to zoom in or increase the font size in my future videos. My next video is already recorded but not edited yet so I'll see what I can do there, but it might be the video after my next one where I make a concerted effort to have a larger font size in VS.
its kinda funny you mention it at the end. you should have way more subs. your video content is very well done, seems down to earth, easy to understand. like its great. and I almost passed over the video, based on a couple factors, thumbnail for video is meh, and the video has a lower, monotone feel to it. but I watched, and boom, blown away. was awsome.
Creating thumbnails and naming my videos is my least favorite part of making videos, haha. I try to go for a calm, approachable vibe to my videos. I don't like ones that make game development seem overly complicated or confusing.
What exactly do you mean? AnimationEvents still work, although there was an issue where they were getting called twice which I fixed at around 16:00 in the video. Was there another issue with AnimationEvents you were having?
@@GameDevelopmentBeyondTheBasics Thanks for your answer. What i wonder is when we add a new animation clip using playable graph how we integrate animation event same as ordinary animator controller - state machine system
Sorry for my previous question, i did not watch your carefully and missed it. I got another problem is that when i carry on running anim by pressing arrow direction keys, running anim plays one time. How can i make that loop same as using state machine system?
god damn it, i thought understanding the unity animation controller is enough, but noooo, just the tip of the iceberg Save this to watch it multiple times, thanks for making this If i play an animation by this approach, is the Animator.MatchTarget function still work?
Great question! I'm not sure, but the docs lead me to believe no: "Target matching only works on the base layer (index 0)." Since the Animator.MatchTarget method doesn't take in a state name or animation clip, I assume it works by running the logic against whatever animation is currently playing on the first layer of your controller, so I don't think it would work with other clips coming from the playable graph. docs.unity3d.com/es/530/ScriptReference/Animator.MatchTarget.html
I didn't understand a word of what you said, but Damn! I believe you! Great video!
You absolute legend. I've been trying to find a way to play arbitrary one-off animation clips for weeks now, and this got me exactly what I needed. Keep up the strong work!
Inmediatly suscribed after seeing the title and realizing it wasn't another animator override tutorial or anim states without transitions. It's curious that I was looking for info of playable API and neither google or yt showed me this video, it randomly appeared on my feed hours later after I finally found the unity examples, but your video made me understand what exactly was I doing in code.
Its so nice to mess with this dark deep secrets that no one is talking about despite beign complety necessary as your project grows up and the pure evil mecanim system start to limit you
I'm glad the video could help! Learning about the Playables API is probably similar to how Navidson felt at the beginning of House of Leaves while measuring his house.
O
M
G
I was looking for the solution that would allow me to just play the damn animation clip for so long. And every search link was ether trying to push horrible mechanim workarounds or BS comments from the author of the Animancer. I managed to figure out playables myself mostly. But this video fills some missing gaps.
I apologize for being so salty, but I just so frustrated that such a simple task as "crossafde to this animation clip i linked" took so much time to find.
Thank you for your work on this topic.
I'm glad the video was able to help! And haha, no worries. I ran into the same issues when researching. There were no other videos on TH-cam on the topic, the docs were really sparse, and the Unity Forums were all answered by the Animancer guy. Catlike Coding did have a decent intro on their blog as well: catlikecoding.com/unity/tutorials/tower-defense/animation/
@@GameDevelopmentBeyondTheBasics thanks for the link, It looks very useful. And thanks again for the video!
This is amazing, I've been looking for a tutorial on this for a long time. Thanks you so much!
Glad it helped! I enjoy making videos on more niche one-off topics like this that need more love.
Thank you, amazing video!
You do a great job covering such useful topics, keep up the good work! I have already subscribed to your channel and will be waiting for the next videos. The only thing is that you could not increase the size of your code for the video, because sometimes you have to look closely at what you write, especially on small screens, thanks
Sorry about the font issue! I'll try to remember to zoom in or increase the font size in my future videos. My next video is already recorded but not edited yet so I'll see what I can do there, but it might be the video after my next one where I make a concerted effort to have a larger font size in VS.
@@GameDevelopmentBeyondTheBasics TY
My new video is up and I zoomed in on the code during those sections. Let me know if that looks good now!
Looks useful. Thank you
its kinda funny you mention it at the end. you should have way more subs. your video content is very well done, seems down to earth, easy to understand. like its great. and I almost passed over the video, based on a couple factors, thumbnail for video is meh, and the video has a lower, monotone feel to it. but I watched, and boom, blown away. was awsome.
Creating thumbnails and naming my videos is my least favorite part of making videos, haha. I try to go for a calm, approachable vibe to my videos. I don't like ones that make game development seem overly complicated or confusing.
thats a great video. I have a questions is that how do we solve animation event when we use this playable API
What exactly do you mean? AnimationEvents still work, although there was an issue where they were getting called twice which I fixed at around 16:00 in the video. Was there another issue with AnimationEvents you were having?
@@GameDevelopmentBeyondTheBasics Thanks for your answer. What i wonder is when we add a new animation clip using playable graph how we integrate animation event same as ordinary animator controller - state machine system
Sorry for my previous question, i did not watch your carefully and missed it. I got another problem is that when i carry on running anim by pressing arrow direction keys, running anim plays one time. How can i make that loop same as using state machine system?
@@ninqbi1738 When weight is 1f,Clip will loop with play
god damn it, i thought understanding the unity animation controller is enough, but noooo, just the tip of the iceberg
Save this to watch it multiple times, thanks for making this
If i play an animation by this approach, is the Animator.MatchTarget function still work?
Great question! I'm not sure, but the docs lead me to believe no: "Target matching only works on the base layer (index 0)."
Since the Animator.MatchTarget method doesn't take in a state name or animation clip, I assume it works by running the logic against whatever animation is currently playing on the first layer of your controller, so I don't think it would work with other clips coming from the playable graph.
docs.unity3d.com/es/530/ScriptReference/Animator.MatchTarget.html
Great tutorial. That background music is annoying.
Thanks for the feedback! I removed the background music from my most recent tutorial so hopefully it sounds better.
Code is too small to read