Question by
HSW2201 · Feb 05, 2020 at 07:45 AM ·
runtimeanimationclip
is it possible to load .anim file runtime?
I mean WITHOUT using Resources folder or Assetbundle. I can do it if I use above methods but is there a way to directly use .anim file runtime?
let's say, I created an animation clip which just move a cube to forward 3 meters. I exported that clip as assetbundle and deleted original clip, and suddenly I want to edit it from 3 meters to 4 meters. can't do it unless I use some pirate assetbundle unpacker, because I deleted the original.
the .anim file is nothing fancy, just contain transform data, created from Unity editor, not blender maya etc 3rd party software. I want to ship my anim clips as raw file using StreamingAsset folder, but I can't seem to find a way to dynamically load .anim file runtime.
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