My problem stems from the fact that I have about 10 AOC’s attached to 10 different objects. Changing certain fields in the original Animation Controller like the loop time of animations and adding animation events, for some GOD FORSAKEN REASON does not affect the other animation override controllers. This wouldn’t be so bad (on a scale of 1-10, 1 being completely intuitive, 10 being god awful it would be a 7 instead of a 9) if the animation override controllers had some indication that, upon clicking on a different object, the animations were indeed changing.
Let me explain to you what is so complicated. Let’s say I have an arm animation, chest animation and leg animation. The chest is the original, and the arm/leg override. The animations in question are Stand, Walk, and Run, named StandChest, WalkChest, RunChest in the original animator. If I click on another object, the same animations with the same names (StandChest etc.) are shown. HOWEVER, what absolutely appalls and infuriates me is that when I double-click on a state in the Animator screen, and for example, uncheck loop time, this does not apply to ANYTHING except the animator (all with Animations named the exact same fucking thing, StandChest, WalkChest etc.) and so I must click through over 30-40 different boxes doing the exact same thing when the Animator Override, for some reason, doesn’t give any functionality to expedite this. Similar issues with adding animation events manually are more understandable, due to the ability to have different sized animations for the same state across different controllers, but the absolutely stupid naming ambiguity and lack of functionality regarding AOC’s boggles my mind, and unnecessarily obfuscates development.
If I’m completely fucking wrong and there’s a simple way to go about doing what I need to do, please tell me. Otherwise, there had better be a good fucking reason why this is so damned tedious.
Edit: Apparently, this issue has been marked as fixed: “Unity Issue Tracker - [AnimatorOverrideController] Animator window does not show any states of AnimatorOverrideController when it is attached to GO”
Doesn’t seem very fixed to me. I’ve sent a support request but I don’t expect anything back given the abysmal response (or lack thereof) to the original bug report.