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.