添加 claude code game studios 到项目
This commit is contained in:
289
docs/engine-reference/unity/modules/animation.md
Normal file
289
docs/engine-reference/unity/modules/animation.md
Normal file
@@ -0,0 +1,289 @@
|
||||
# Unity 6.3 — Animation Module Reference
|
||||
|
||||
**Last verified:** 2026-02-13
|
||||
**Knowledge Gap:** Unity 6 animation improvements, Timeline enhancements
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Unity 6.3 animation systems:
|
||||
- **Animator Controller (Mecanim)**: State machine-based (RECOMMENDED)
|
||||
- **Timeline**: Cinematic sequences, cutscenes
|
||||
- **Animation Rigging**: Procedural runtime animation
|
||||
- **Legacy Animation**: Deprecated, avoid
|
||||
|
||||
---
|
||||
|
||||
## Key Changes from 2022 LTS
|
||||
|
||||
### Animation Rigging Package (Production-Ready in Unity 6)
|
||||
|
||||
```csharp
|
||||
// Install: Package Manager > Animation Rigging
|
||||
// Runtime IK, aim constraints, procedural animation
|
||||
```
|
||||
|
||||
### Timeline Improvements
|
||||
- Better performance
|
||||
- More track types
|
||||
- Improved signal system
|
||||
|
||||
---
|
||||
|
||||
## Animator Controller (Mecanim)
|
||||
|
||||
### Basic Setup
|
||||
|
||||
```csharp
|
||||
// Create: Assets > Create > Animator Controller
|
||||
// Add to GameObject: Add Component > Animator
|
||||
// Assign Controller: Animator > Controller = YourAnimatorController
|
||||
```
|
||||
|
||||
### State Transitions
|
||||
|
||||
```csharp
|
||||
Animator animator = GetComponent<Animator>();
|
||||
|
||||
// ✅ Trigger transition
|
||||
animator.SetTrigger("Jump");
|
||||
|
||||
// ✅ Bool parameter
|
||||
animator.SetBool("IsRunning", true);
|
||||
|
||||
// ✅ Float parameter (blend trees)
|
||||
animator.SetFloat("Speed", currentSpeed);
|
||||
|
||||
// ✅ Integer parameter
|
||||
animator.SetInteger("WeaponType", 2);
|
||||
```
|
||||
|
||||
### Animation Layers
|
||||
- **Base Layer**: Default animations (locomotion)
|
||||
- **Override Layers**: Replace base layer (e.g., weapon swap)
|
||||
- **Additive Layers**: Add on top of base (e.g., breathing, aim offset)
|
||||
|
||||
```csharp
|
||||
// Set layer weight (0-1)
|
||||
animator.SetLayerWeight(1, 0.5f); // 50% blend
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Blend Trees
|
||||
|
||||
### 1D Blend Tree (Speed blending)
|
||||
|
||||
```csharp
|
||||
// Idle (Speed = 0) → Walk (Speed = 0.5) → Run (Speed = 1.0)
|
||||
animator.SetFloat("Speed", moveSpeed);
|
||||
```
|
||||
|
||||
### 2D Blend Tree (Directional movement)
|
||||
|
||||
```csharp
|
||||
// X-axis: Strafe (-1 to 1)
|
||||
// Y-axis: Forward/Back (-1 to 1)
|
||||
animator.SetFloat("MoveX", input.x);
|
||||
animator.SetFloat("MoveY", input.y);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Animation Events
|
||||
|
||||
### Trigger Events from Animation Clips
|
||||
|
||||
```csharp
|
||||
// Add in Animation window: Right-click timeline > Add Animation Event
|
||||
// Must have matching method on GameObject:
|
||||
|
||||
public void OnFootstep() {
|
||||
// Play footstep sound
|
||||
AudioSource.PlayClipAtPoint(footstepClip, transform.position);
|
||||
}
|
||||
|
||||
public void OnAttackHit() {
|
||||
// Deal damage
|
||||
DealDamageInFrontOfPlayer();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Root Motion
|
||||
|
||||
### Character Movement via Animation
|
||||
|
||||
```csharp
|
||||
Animator animator = GetComponent<Animator>();
|
||||
animator.applyRootMotion = true; // Move character based on animation
|
||||
|
||||
void OnAnimatorMove() {
|
||||
// Custom root motion handling
|
||||
transform.position += animator.deltaPosition;
|
||||
transform.rotation *= animator.deltaRotation;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Animation Rigging (Unity 6+)
|
||||
|
||||
### IK (Inverse Kinematics)
|
||||
|
||||
```csharp
|
||||
// Install: Package Manager > Animation Rigging
|
||||
// Add: Rig Builder component + Rig GameObject
|
||||
|
||||
// Two Bone IK (Arm/Leg)
|
||||
// - Add Two Bone IK Constraint
|
||||
// - Assign Tip (hand/foot), Mid (elbow/knee), Root (shoulder/hip)
|
||||
// - Set Target (where hand/foot should reach)
|
||||
|
||||
// Runtime control:
|
||||
TwoBoneIKConstraint ikConstraint = rig.GetComponentInChildren<TwoBoneIKConstraint>();
|
||||
ikConstraint.data.target = targetTransform;
|
||||
ikConstraint.weight = 1f; // 0-1 blend
|
||||
```
|
||||
|
||||
### Aim Constraint (Look At)
|
||||
|
||||
```csharp
|
||||
// Character looks at target
|
||||
MultiAimConstraint aimConstraint = rig.GetComponentInChildren<MultiAimConstraint>();
|
||||
aimConstraint.data.sourceObjects[0] = new WeightedTransform(targetTransform, 1f);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Timeline (Cutscenes)
|
||||
|
||||
### Basic Timeline Setup
|
||||
|
||||
```csharp
|
||||
// Create: Assets > Create > Timeline
|
||||
// Add to GameObject: Add Component > Playable Director
|
||||
// Assign Timeline: Playable Director > Playable = YourTimeline
|
||||
|
||||
// Play from script:
|
||||
PlayableDirector director = GetComponent<PlayableDirector>();
|
||||
director.Play();
|
||||
```
|
||||
|
||||
### Timeline Tracks
|
||||
- **Activation Track**: Enable/disable GameObjects
|
||||
- **Animation Track**: Play animations on Animator
|
||||
- **Audio Track**: Synchronized audio playback
|
||||
- **Cinemachine Track**: Camera movement
|
||||
- **Signal Track**: Trigger events at specific times
|
||||
|
||||
### Signal System (Events)
|
||||
|
||||
```csharp
|
||||
// Create Signal Asset: Assets > Create > Signals > Signal
|
||||
// Add Signal Emitter to Timeline track
|
||||
// Add Signal Receiver component to GameObject
|
||||
|
||||
public class CutsceneEvents : MonoBehaviour {
|
||||
public void OnDialogueStart() {
|
||||
// Triggered by signal
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Animation Playback Control
|
||||
|
||||
### Play Animation Directly (No State Machine)
|
||||
|
||||
```csharp
|
||||
// ✅ CrossFade (smooth transition)
|
||||
animator.CrossFade("Attack", 0.2f); // 0.2s transition
|
||||
|
||||
// ✅ Play (instant)
|
||||
animator.Play("Idle");
|
||||
|
||||
// ❌ Avoid: Legacy Animation component
|
||||
Animation anim = GetComponent<Animation>(); // DEPRECATED
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Animation Curves
|
||||
|
||||
### Custom Property Animation
|
||||
|
||||
```csharp
|
||||
// In Animation window: Add Property > Custom Component > Your Script > Your Float
|
||||
|
||||
public class WeaponTrail : MonoBehaviour {
|
||||
public float trailIntensity; // Animated by clip
|
||||
|
||||
void Update() {
|
||||
// Intensity controlled by animation curve
|
||||
trailRenderer.startWidth = trailIntensity;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Culling
|
||||
- `Animator > Culling Mode`:
|
||||
- **Always Animate**: Always update (expensive)
|
||||
- **Cull Update Transforms**: Stop updating bones when off-screen (RECOMMENDED)
|
||||
- **Cull Completely**: Stop all animation when off-screen
|
||||
|
||||
### LOD (Level of Detail)
|
||||
- Simpler animations for distant characters
|
||||
- Reduce skeleton bone count for LOD meshes
|
||||
|
||||
---
|
||||
|
||||
## Common Patterns
|
||||
|
||||
### Check if Animation Finished
|
||||
|
||||
```csharp
|
||||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
if (stateInfo.IsName("Attack") && stateInfo.normalizedTime >= 1.0f) {
|
||||
// Attack animation finished
|
||||
}
|
||||
```
|
||||
|
||||
### Override Animation Speed
|
||||
|
||||
```csharp
|
||||
animator.speed = 1.5f; // 150% speed
|
||||
```
|
||||
|
||||
### Get Current Animation Name
|
||||
|
||||
```csharp
|
||||
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0);
|
||||
string currentClip = clipInfo[0].clip.name;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Debugging
|
||||
|
||||
### Animator Window
|
||||
- `Window > Animation > Animator`
|
||||
- Visualize state machine, see active state
|
||||
|
||||
### Animation Window
|
||||
- `Window > Animation > Animation`
|
||||
- Edit animation clips, add events
|
||||
|
||||
---
|
||||
|
||||
## Sources
|
||||
- https://docs.unity3d.com/6000.0/Documentation/Manual/AnimationOverview.html
|
||||
- https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/index.html
|
||||
- https://docs.unity3d.com/Packages/com.unity.timeline@1.8/manual/index.html
|
||||
Reference in New Issue
Block a user