AnythingAnimate
AnythingWorld.AnythingAnimate
Static Methods
Description
A class that provides methods for interfacing with Animate Anything directly in Unity.
Example
public class MyTestScript : MonoBehaviour
{
string myModelPath = "C:\Users\User\Desktop\MyModel.fbx"
string myExtraAssetsPath = "C:\Users\User\Desktop\MyModelAssets"
string myModelName = "My Model";
string myModelType = "Human";
string authorName = "Model Author";
string myModelLicense = "MIT";
bool myModelSymmetry = true;
bool myModelUsedForImprovement = false;
private void Start()
{
AnimateMyModel();
}
public void AnimateMyModel()
{
AnythingAnimate.Animate(
myModelPath,
myExtraAssetsPath,
myModelName,
myModelType,
authorName,
myModelLicense,
myModelSymmetry,
myModelUsedForImprovement,
PollMyModel,
PrintDebugWhenAnimateFail)
}
// This function will be invoked if the model has successfully been sent to Animate Anything
public void PollMyModel(string ID)
{
AnythingAnimate.Poll(
PrintDebugWhenPollSuccessful,
PrintDebugWhenPollFail,
PrintDebugWhenPoll,
ID);
}
// This function will be invoked if the model has successfully been animated by Animate Anything
public void PrintDebugWhenPollSuccessful(ModelJson details)
{
Debug.Log("Model successfully animated!");
AnythingMaker.Make(details);
}
// This function will be invoked if an error was encountered in animating the model
public void PrintDebugWhenPollFail(string code, string message)
{
Debug.LogError("Could not animate model!");
}
// This function will be invoked whenever the model is polled for
public void PrintDebugWhenPoll(string code, string message, int seconds)
{
Debug.Log("Polling for update on my model!");
}
// This function will be invoked if an error was encountered in sending the file to Animate Anything
public void PrintDebugWhenAnimateFail(string ID, UnityWebRequest error)
{
Debug.LogError("Could not send model to be animated!");
}
}
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