Extending the Animator window

I’d like to improve my workflow for working in the animator since I spend a ridiculous amount of time in there doing tedious tasks like setting blend transition durations to 0 etc. etc. that is mindless work but very slow since i have to click to do everything.

I’m interested in extending the UI for either the animator or the inspector windows for animationstates/transitions but it doesn’t seem to work as intuitively as I hoped.

using UnityEngine;
using System.Collections;
using UnityEditor;
using UnityEditor.Animations;


[CustomEditor(typeof(AnimatorState))]
public class AnimationStateEditor : Editor
{
   public override void OnInspectorGUI()
   {
       AnimatorState AnimComponent = (AnimatorState)target;
       DrawDefaultInspector();
       if (GUILayout.Button("Test"))
       {
          
       }
   }
}

I expect the above code to override the inpector window when an animator state is selected in the animator window, unfortunately it doesn’t seem to do anything.
Am I approaching this the wrong way? Or can you simply not extend these inspectors?

If it’s not possible to extend them, is there a good workaround for interacting with animators through the UI more cleanly? I really wanna improve my automation for these sorts of things.

2 Likes

@aleetorus Did you ever figure this out?

1 Like