Some simple questions, mostly about Unity's UI.

Above is the same .fbx asset I made imported twice. The first is a generic Mecanim animation, the second is legacy. Why is the legacy preview blank?

The animation is simply all 8 verts grouped to one bone and the bone’s scale changes. It’s never 0 though, and the model is visible in any frame.

As review, am I correct?

  • The .fbx was imported as a prefab.
  • It’s elements are the armature, the object (transform, etc), the object’s mesh, and the animation.

I was able to play the animation from both Mecanim and as legacy. To create a prefab with my Animation Controller I attached it on a scene instance of speedbar6 and made that instance a prefab.

My plan is to construct a UI made of animated 3D models. Playing at speed: 0, I will manually set the animation.time in code. There will only be four or five of these objects. I am aware I could do this procedurally with the mesh library, but as a beginner doing so would be a project of its own.

I’m still not sure about this, but the preview isn’t actually blank. It’s just far far away from the object. Initially I thought the object’s scaling was off, but it’s definitely scaled relatively large, larger than the default Unity cube.

I don’t know, but I guess it doesn’t matter as I’ll be using Mecanim since that’s been recommended anyway.

I think I’m having the same problem. Since upgrading Unity, the “hand model” in my “hand-holding-flashlight” prefab disappeared from preview and was made default size (too big to see). It was marked as legacy before the upgrade.

I took this as a omen that I should use mechanim more often.