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Unity Engine


SetLayerMaskFromAvatarMask(uint, AvatarMask)

Sets the mask for the current layer.
Read time 1 minuteLast updated 13 days ago

Definition

public void SetLayerMaskFromAvatarMask(uint layerIndex, AvatarMask mask)

Parameters

layerIndex

The layer index.

The AvatarMask used to create the new LayerMask.

Remarks

This function generates a layer mask from the specified AvatarMask, and applies it to the specified Layer index. If you change the AvatarMask, you need to call this function again to update the layer mask.

Examples

using System.Collections.Generic;using UnityEngine;using UnityEngine.Playables;using UnityEngine.Animations;public class LayerMixerPlayable : MonoBehaviour{ public AnimationClip clip1; public AnimationClip clip2; public Transform leftShoulder; PlayableGraph m_Graph; AnimationLayerMixerPlayable m_Mixer; public float mixLevel = 0.5f; AvatarMask mask; public void Start() { Animator animator = GetComponent<Animator>(); mask = new AvatarMask(); mask.AddTransformPath(leftShoulder, true); m_Graph = PlayableGraph.Create(); var playableOutput = AnimationPlayableOutput.Create(m_Graph, "LayerMixer", animator); playableOutput.SetSourcePlayable(m_Mixer); // Create two clip playables var clipPlayable1 = AnimationClipPlayable.Create(m_Graph, clip1); var clipPlayable2 = AnimationClipPlayable.Create(m_Graph, clip2); // Create mixer playable m_Mixer = AnimationLayerMixerPlayable.Create(m_Graph, 2); // Create two layers, second is setup to override the first layer and affect only left shoulder and childs m_Mixer.ConnectInput(0, clipPlayable1, 0, 1.0f); m_Mixer.ConnectInput(1, clipPlayable2, 0, mixLevel); m_Mixer.SetLayerMaskFromAvatarMask(1, mask); m_Graph.Play(); } public void Update() { m_Mixer.SetInputWeight(1, mixLevel); } public void OnDestroy() { m_Graph.Destroy(); }}