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Unity Engine


Avatar

The avatar asset describes the mapping of the character in the Animator.
Read time 6 minutesLast updated 5 days ago

Definition

  • Type: Class
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule
  • Inherits from: Object
public class Avatar : Object

Remarks

Use the Avatar asset on a character with an Animator to control how the hierarchy animates. You must create an Avatar to use with humanoid animation. If there is no Avatar on a character with generic animation, an Avatar internal to the Animator is created instead. Normally, the Avatar is created by the ModelImporter, but it can be created manually with AvatarBuilder or through the "Build Generic Avatar" menu item of the Animator context menu.
Generic Avatar
For generic animation, use AvatarBuilder.BuildGenericAvatar to specify what is the root of the animated hierarchy (This can be nested in the hierarchy of the Animator) and the name of the node that holds the root motion animation.
Human Avatar
For humanoid animation, use AvatarBuilder.BuildHumanAvatar to specify what is the root of the animated hierarchy (this can be nested in the hierarchy of the Animator) and the HumanDescription that provides the mapping of transforms to human bones.

Examples

using UnityEngine;// This example automatically builds a generic avatar// for the GameObject it is attached to and assigns it// to the Animator.[RequireComponent(typeof(Animator))]public class GenericAvatarBuilderExample : MonoBehaviour{ void Start() { var animator = GetComponent<Animator>(); var avatar = AvatarBuilder.BuildGenericAvatar(gameObject, ""); avatar.name = "RuntimeAvatar"; animator.avatar = avatar; }}
using System;using System.Collections.Generic;using UnityEngine;// This example automatically builds a humanoid avatar// for the GameObject it is attached to and assigns it// to the Animator.[RequireComponent(typeof(Animator))]public class HumanAvatarBuilderExample : MonoBehaviour{ [Serializable] public struct BoneMapping { public BoneMapping(HumanBodyBones bone) { this.bone = bone; transform = null; } public HumanBodyBones bone; public Transform transform; } // Lightweight version of the mapping tool available in // the Avatar Mapping tab. public BoneMapping[] boneMappings = { new BoneMapping(HumanBodyBones.Hips), new BoneMapping(HumanBodyBones.LeftUpperLeg), new BoneMapping(HumanBodyBones.RightUpperLeg), new BoneMapping(HumanBodyBones.LeftLowerLeg), new BoneMapping(HumanBodyBones.RightLowerLeg), new BoneMapping(HumanBodyBones.LeftFoot), new BoneMapping(HumanBodyBones.RightFoot), new BoneMapping(HumanBodyBones.Spine), new BoneMapping(HumanBodyBones.Chest), new BoneMapping(HumanBodyBones.Neck), new BoneMapping(HumanBodyBones.Head), new BoneMapping(HumanBodyBones.LeftShoulder), new BoneMapping(HumanBodyBones.RightShoulder), new BoneMapping(HumanBodyBones.LeftUpperArm), new BoneMapping(HumanBodyBones.RightUpperArm), new BoneMapping(HumanBodyBones.LeftLowerArm), new BoneMapping(HumanBodyBones.RightLowerArm), new BoneMapping(HumanBodyBones.LeftHand), new BoneMapping(HumanBodyBones.RightHand), new BoneMapping(HumanBodyBones.UpperChest) }; HumanBone[] GetHumanBones() { var humanBones = new List<HumanBone>(); string[] boneName = HumanTrait.BoneName; foreach (var kvp in boneMappings) { if (kvp.transform == null) continue; humanBones.Add(new HumanBone { humanName = boneName[(int)kvp.bone], boneName = kvp.transform.name }); } return humanBones.ToArray(); } void Start() { var animator = GetComponent<Animator>(); var avatar = AvatarBuilder.BuildHumanAvatar(gameObject, new HumanDescription { human = GetHumanBones(), skeleton = Array.Empty<SkeletonBone>(), }); avatar.name = "RuntimeAvatar"; animator.avatar = avatar; }}

Properties

Property

Description

humanDescriptionReturns the HumanDescription used to create this Avatar.
isHumanReturn true if this avatar is a valid human avatar.
isValidReturn true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.