Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject, EditorCurveBinding[])

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Parameters

gameObjectThe GameObject with animated custom properties.
bindingsThe animation curves bound to the custom properties.

Description

This function is called when the animation curves for a custom property are finished importing.

It is called for every GameObject with an animated custom property. Each animated property has an animation curve that is represented by an EditorCurveBinding. This lets you dynamically add components to a GameObject and retarget the EditorCurveBindings to any animatable property.

using UnityEngine;
using UnityEditor;

class MyAllPostprocessor : AssetPostprocessor { 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); } } } }

Did you find this page useful? Please give it a rating: