The Animation View in Unity allows us to make references to objects (their properties, to be exact) with different hierarchy levels, so we can apply one animation to all objects that share certain structure. But what if I created, tested and polished a set of transitions on some object and now I want to nest it somewhere else in its parent (which holds the Animator Component)?
What I expected from the Animation View was an option to change “hierarchy level” of different properties (like changing indent level in some text editors), but I couldn’t find anything like that. So, am I doomed to delete all properties and start over again with new references? Or edit the animation’s file by myself?
I bet there’s simpler and more sane solution to that problem, as it seems to be too obvious not to think about it in the development process of Unity. However, either I cannot phrase the question properly, or people haven’t encountered that kind of problem before (or I’m just blind).
Noone? It seems I had to solve that issue by myself.
I’ve written a simple editor to help fix broken animations. It should be pretty straightforward to use, but if you have some questions or found a bug, don’t hesitate to contact me.
You can manage relative references by assigning a sample animated object to “Referenced Animator (Root)” (you can use prefabs here), then it will show you broken links (red color). You can then simply drag and drop child objects to the editor.
If you don’t want to use any sample object, you can always edit paths manually, but you won’t know if your paths are correct.