And before you say ‘no, mechanim doesn’t allow it’, I’m willing to ditch mechanim for something completely else.
Here’s what: The Apple Vision Pro currently does not ‘do’ blendshapes. I can sorta fake it by using bones. So I can have ‘bone targets’ but I need to lerp/slerp/blend/morph between the bones’ transforms in a given (at runtime) amount of time.
I would think that DOTS/ECS would be a good place to start, but it’s also not (yet) supported on Vision Pro.
So if you know of any way to animate between two bone states, and change that speed between them at runtime, please let me know.
Yep, that.
If you don’t actually care about configuring transitions in the Animator Controller and setting up parameter conditions and stuff, you can skip all that and use animator.CrossFade("State Name", fadeDuration) or CrossFadeInFixedTime. All you need to do is make the states, no transitions or anything.
They released DOTS without an animation system a year ago and it still doesn’t have one …
If you want to ditch Mecanim, there are other options which I’d love to tell you about but advertising isn’t allowed here (except in signatures).
@DaveA_VR There’s no way to adjust mecanim transition time at runtime from my understanding. How complicated is the scenario that you’re trying to accomplish though? Can you use a blendtree with a float parameter you control from a script or script your own simple animation transitions with the Playables API, or is this a complicated Animator Controller to begin with so those options are out of the question?