In this page, we'll cover the newly added tracks in details;
Be noted that the original tracks are also explained in original document;
Tracks can indicate the start and end of specific actions, and be edited individually.
The original design for tracks allows users to extend new tracks, it's a little more complex than implement an interface, but nothing too complex for an experienced programmer.
ScaleTrack allows users to manipulate the scale of transform from timeline.
Just drag a transform into the main UI panel and select to add a scale track will do.
You could manipulate keyframes like on other tracks.
The inspector for one keyframe of scale track looks like the image below:
- "Scale": the scale value stored in this keyframe.
- "Ease": How to interpolate the scale value between this keyframe and the next keyframe;
AnimatorTrack allows users to access the Animator component from timeline.
To add a Animator Track, just drag a GameObject with Animator component onto the UI panel of AnimatorSP;
You could control the keyframes like on other tracks;
Inspector for Animator Track looks like this image:
For each keyframe on AnimatorTrack, user could specify multiple actions to execute;
There're two kinds of actions:
1. Jump State: directly switch state or cross fade to target state in Animator state-machine.
- Target State: This is a list of all available states of all layers, user could select one as the target state;
- Fade Time: If it's 0, then we switch state immediately; or it will use cross fade to switch state;
2. Set Param: set Animator parameters to affect the animation playing;
- Param: This is a list of all available parameters, user could select one as target;
- (value): This is the field user fills the desired value for the selected parameter;