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Question by Mockarutan · Dec 11, 2019 at 01:46 PM · animationdots

Move whole object in an IAnimationJob

I'm working on a DOTS based game, and I just switch over from a quite naive hybrid solution for our character animations, to at least do the processing in my own jobs. It's based on the samples here: https://github.com/Unity-Technologies/animation-jobs-samples

It all works pretty good, but I've run into a problem. Since the approach still needs a Skinned Mesh Renderer, the animated mesh object still can't be a DOTS entity I presume? So I still need set the world position and rotation of a traditional GameObject, or so i seems. But I thought maybe I could move it in the ProcessRootMotion callback? But it seems like I cannot move it at all unless it's SetLocalPosition in the TransformStreamHandle inside of the ProcessAnimation function. My current attempt looks like this:

 private struct TestJob : IAnimationJob
 {
     public TransformStreamHandle Root;
     public NativeArray<TransformStreamHandle> Handles;
     public Vector3 Position;
     public Quaternion Rotation;
  
     public void ProcessRootMotion(AnimationStream stream)
     {
         Root.SetPosition(stream, Position);
         Root.SetRotation(stream, Rotation);
     }
  
     public void ProcessAnimation(AnimationStream stream)
     {
         var moveStream = stream.GetInputStream(0);
  
         var numHandles = Handles.Length;
         for (var i = 0; i < numHandles; ++i)
         {
             var handle = Handles[i];
  
             handle.SetLocalPosition(stream, handle.GetLocalPosition(moveStream));
  
             handle.SetLocalRotation(stream, handle.GetLocalRotation(moveStream));
         }
     }
 }

But that does not work. So my question is, can I move the hole Character mesh in a proper way via the TransformStreamHandle inside of a IAnimationJob?

Thanks!

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