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Version: Next (dev)

Animation Graph Asset

Create an Animation Graph asset to author skeletal animation playback. The Animation Controller Component evaluates it during simulation.

Animation Graph properties, including preview assets and named clip mappings

Asset Properties

  • PreviewMesh: Skinned mesh used to preview the graph.
  • PreviewSkeleton: Skeleton used for previewing, including a skeleton-only preview.
  • IncludeGraphs: Additional animation graphs loaded with this graph. Use these to share reusable graph sections.
  • AnimationClipMapping: Maps a Clip Name to a Clip asset. Sampling nodes select this name, rather than storing the clip asset directly.

Use descriptive names such as Idle, Walk, and Jump_Start. A character's Animation Clip Set can override these mappings at runtime. Preview mappings should use clips compatible with the preview skeleton.

Editing

Add nodes from the graph's context menu, select a node to edit its properties, and connect compatible output and input pins. Start with Sample Clip connected to Pose Result. The overview explains the data types.

A State Machine contains states; each state contains its own pose graph. Use the breadcrumb above the canvas to return to the containing graph.

Save and transform the asset before testing it in a scene. Assign the graph to the controller component's AnimGraph property.