Re: Unity 5

Great news folks!
I found a fix for Mecanim Animation Preview. This fix will be available on UFE 1.6, but for those interested, this is you need to do:

After converting UFE to Unity 5, open UFE\Editor\MoveEditorWindow.cs and search for these terms

if (targetObj.GetComponent("Animator") == null) targetObj.AddComponent(typeof(Animator));

and

if (targetChar.GetComponent("Animator") == null) targetChar.AddComponent(typeof(Animator));

And replace them with these (respectively):

Animator animator = targetObj.GetComponent<Animator>();
if (animator == null) animator = (Animator) targetObj.AddComponent(typeof(Animator));
if (animator.runtimeAnimatorController == null) 
    animator.runtimeAnimatorController = (RuntimeAnimatorController) Resources.Load("controller1");
Animator animator = targetChar.GetComponent<Animator>();
if (animator == null) animator = (Animator) targetChar.AddComponent(typeof(Animator));
if (animator.runtimeAnimatorController == null) 
    animator.runtimeAnimatorController = (RuntimeAnimatorController) Resources.Load("controller1");


The fix basically dynamically adds an animator controller to the prefab when you load it. After the update Unity probably added some code to ignore this function call if there is no active controller.

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Re: Unity 5

I can finally get some VR going. woot

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