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Experimental: this API is experimental and might be changed or removed in the future.

GameObjectRecorder.Bind

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public method Bind(binding: EditorCurveBinding): void;
public void Bind(EditorCurveBinding binding);

Parameters

binding The binding definition.

Description

Binds a GameObject's property as defined by EditorCurveBinding.

Use this function to bind a specific GameObject's property. The binding is defined in EditorCurveBinding. See the following example on binding the MeshRenderer.m_Enabled property.

#pragma strict
public class ExampleScript extends MonoBehaviour {
	function Start() {
		var recorder: var = new GameObjectRecorder();
		recorder.root = gameObject;
		// Add a binding on the position on X axis.
		var binding: EditorCurveBinding = EditorCurveBinding.FloatCurve("", Transform, "m_LocalPosition.x");
		recorder.Bind(binding);
		// Add a binding on the activation of the MeshRenderer component.
		binding = EditorCurveBinding.FloatCurve("", MeshRenderer, "m_Enabled");
		recorder.Bind(binding);
	}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Animations;

public class ExampleScript : MonoBehaviour { void Start() { var recorder = new GameObjectRecorder(); recorder.root = gameObject;

// Add a binding on the position on X axis. EditorCurveBinding binding = EditorCurveBinding.FloatCurve("", typeof(Transform), "m_LocalPosition.x"); recorder.Bind(binding);

// Add a binding on the activation of the MeshRenderer component. binding = EditorCurveBinding.FloatCurve("", typeof(MeshRenderer), "m_Enabled"); recorder.Bind(binding); } }

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