Hi all. See this tutorial video, starting from 9.03
He creates an animation asset, selects the cctv cam joint, and then drags and drops it onto the component panel. It creates an Animation component, and it populates the animation window with some values in the left column
However when i do these exact same steps, the result is different. It gives me an “Animator” component instead, with the camera joint set as the Controller, and the Avatar field empty. It also does not populate the animation window with anything.
I’ve gone over this several times, and i am completely certain i’m not misclicking. Doing exactly what is shown.
And also, i couldn’t find the Wrap Mode at the bottom of the animator window, as the video shows. But i found it in the inspector properties of the animation asset instead. However setting it to Ping Pong doesn’t seem to work, it still just loops in the default manner.
wow. This looks really overcomplicated and buggy. I’ve already tried the thing with setting the inspector panel to debug and setting animtype to 1, but it was already at 1.
I get the impression something is very, very wrong here. I shouldn’t be doing this. Isn’t there a better way? How does the “animator” component work ?
I’d rather learn and adapt to doing things the right way now, than be part of the problem of forcing them to support legacy methods (which are presumably less efficient/flexible ?)
I don’t see anything in his comment talking about setting the inspector to Debug mode.
I’m not that familiar with the Mechanim way of working as I mainly use the legacy system still. This comment seemed to be addressing your specific problem in that tutorial. If you want to learn about Mechanim and the components, there seems to be plenty of documentation on the topic: