I’m making a combat game and I’m looking for a way to be able to enable and disable gameobjects (namely hitboxes) in the hierarchy from an imported animation clip (i.e. from within an fbx). I don’t want to copy and paste the animation clip so I can keep editing the animation even after creating keyframes for enabling and disabling hitboxes.
I’ve read up on documentation covering AssetPostProcessor, but I haven’t been able to figure out how that applies to adding keyframes for enabling/disabling hitboxes, let alone for adding/removing events in code.
Anybody with some insight on this/resources that will help me dig deeper?
Thanks in advance.
I assume you are thinking about ability to keep editing animation in program from which you imported them. Not keep editing in unity.
Did you consider using synced animation layers? That way you can have one animation layer with visual part of animations imported from the external animation software, and second layer with hitbox enabling created in unity. Preview process might be a bit finicky, but that might also apply to AssetPostProsessor approach.