# OnPostprocessGameObjectWithAnimatedUserProperties(GameObject, EditorCurveBinding[])

> Called when the animation curves for a custom property of type float are finished importing.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)

## OnPostprocessGameObjectWithAnimatedUserProperties()

```csharp
public void OnPostprocessGameObjectWithAnimatedUserProperties(GameObject gameObject, EditorCurveBinding[] editorCurveBinding)
```

### Parameters

**** (\[GameObject]\(/engine/6000.5/script-reference/unityengine/gameobject)): **** (EditorCurveBinding\[]):&#x20;

### Remarks

Called for every GameObject with an animated custom property of type `float`. Each animated property has an animation curve that is represented by an [EditorCurveBinding](/engine/6000.5/script-reference/unityeditor/editorcurvebinding.md). This lets you dynamically add components to a GameObject and retarget the EditorCurveBindings to any animatable property.

### Examples

```csharp

using UnityEngine;
using UnityEditor;

class MyAllPostprocessor : AssetPostprocessor
{
    // Increment the version number, when the AssetPostprocessors code/behavior is changed
    static readonly uint k_Version = 0;
    public override uint GetVersion() { return k_Version; }

    void OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings)
    {
        // add a particle emitter to every game object that has a custom property called "particleAmount"
        // then map the animation to the emission rate
        for (int i = 0; i < bindings.Length; i++)
        {
            if (bindings[i].propertyName == "particlesAmount")
            {
                ParticleSystem emitter = go.AddComponent<ParticleSystem>();
                var emission = emitter.emission;
                emission.rateOverTimeMultiplier = 0;

                bindings[i].propertyName = "EmissionModule.rateOverTime.scalar";
                bindings[i].path = AnimationUtility.CalculateTransformPath(go.transform, go.transform.root);
                bindings[i].type = typeof(ParticleSystem);
            }
        }
    }
}
```
