(Also posted at http://answers.unity3d.com/questions/1083728/correcting-missing-component-references-in-animati.html)
Not sure if this should be in Editor or Scripting…
I’ve been refactoring some code in a project. I have quickly learned this is a horrible idea as component references are lost all over the place… (Especially if you’re moving from .dll to source, even if the same classes/namespaces are present)
Missing components on game objects can easily be corrected by selecting the class manually.
However, with animation clips I can’t seem to find a way to repair a component reference.
I know how to rename properties/paths in clips via code, but can’t seem to find a way to change the component it refers to.
I notice that AnimationClip.SetCurve has a Type argument, but this presumes I have all the keyframes. It seems that any serialized keyframes aren’t returned from AnimationUtility.GetEditorCurve when the component reference is gone…
Is it possible to correct this without loss of data?
