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Unity Engine


Create<T>(PlayableGraph, T, int)

Creates an AnimationScriptPlayable in the PlayableGraph.
Read time 1 minuteLast updated 6 days ago

Definition

public static AnimationScriptPlayable Create<T>(PlayableGraph graph, T jobData, int inputCount = 0) where T : struct, IAnimationJob

Parameters

The PlayableGraph object that will own the AnimationScriptPlayable.

jobData

T

inputCount

The number of inputs on the playable.

Returns

Remarks

This playable contains a job implementing an IAnimationJob. This interface defines two methods that will be called while processing the PlayableGraph.
Here is an example of how to create an AnimationScriptPlayable with a simple IAnimationJob:
using UnityEngine;using UnityEngine.Playables;using UnityEngine.Animations;public struct AnimationJob : IAnimationJob{ public int userData; public void ProcessRootMotion(AnimationStream stream) { // This method is called during the root motion process pass. } public void ProcessAnimation(AnimationStream stream) { // This method is called during the animation process pass. Debug.Log(string.Format("Value of the userData: {0}", userData)); }}[RequireComponent(typeof(Animator))]public class AnimationScriptExample : MonoBehaviour{ PlayableGraph m_Graph; AnimationScriptPlayable m_AnimationScriptPlayable; void OnEnable() { m_Graph = PlayableGraph.Create("AnimationScriptExample"); var output = AnimationPlayableOutput.Create(m_Graph, "ouput", GetComponent<Animator>()); var animationJob = new AnimationJob(); m_AnimationScriptPlayable = AnimationScriptPlayable.Create(m_Graph, animationJob); output.SetSourcePlayable(m_AnimationScriptPlayable); m_Graph.Play(); } void Update() { var animationJob = m_AnimationScriptPlayable.GetJobData<AnimationJob>(); ++animationJob.userData; m_AnimationScriptPlayable.SetJobData(animationJob); } void OnDisable() { m_Graph.Destroy(); }}
Additional Resources: IAnimationJob, AnimatorJobExtensions.