function OnGUI(){
GUILayout.BeginVertical();
for(var a in animation){
if(GUILayout.Button(a.name))
animation.Play(a.name);
}
GUILayout.EndVertical();
}
My handy lil’ animation tester for double checking frames on a newly imported/frame-split model.
The resulting GUI list often ends up in a completely different order from the Animations[ ] array in the inspector and I can’t seem to find any set of rules for this. I was curious if this was the case with all FOR … IN … loops or just some quirk with animations???[/code]