I’m using the unity asset Animancer Pro and use AnimationClips in code but the only current way I know of getting them is using [SerializeField] or public. How can I get clips from a file and assign them to variables so I could change these at any time?
AnimationClips (like any asset) are loadable via Resources.Load() or Resources.LoadAll(), assuming you meet all the specific necessary requirements to use Resources.Load functions successfully.
A far more practical application is to make a ScriptableObject that has public references to the animation clips you need, named appropriately as fields, then create as many instances of those ScriptableObjects as you need, which will reliably give you “animation skins” you can plug into the code where it needs it.
I read that resources.load only works in the editor.
You should consider upgrading your reading sources.
I recommend starting with the Unity docs.
You might want to also delete your above post to avoid misleading more people the way you were mislead.
What do you mean by this? Could you link me to the docs you’re talking about?