go | Root object of your transform hierarchy. |
rootMotionTransformName | Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. |
Create a new generic avatar.
All transforms under the root game object will be part of this generic avatar.
using UnityEngine; using UnityEditor;
public class Example : MonoBehaviour { void Start() { GameObject activeGameObject = Selection.activeGameObject;
if (activeGameObject != null && activeGameObject.GetComponent<Animator>() != null) { Avatar avatar = AvatarBuilder.BuildGenericAvatar(activeGameObject, ""); avatar.name = "InsertYourName"; Debug.Log(avatar.isHuman ? "is human" : "is generic");
Animator animator = activeGameObject.GetComponent<Animator>() as Animator; animator.avatar = avatar; } } }
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