Hi,
Currently I am creating an editor script to merge animator controllers in case two people are editing the same animator controller and commit them via whatever version control they use.
As well the ability to create a base animator controller and then press a button to create a new animator controller copying everything from the base animator controller.
So far I am able to copy all state machines, states with motions (animations only) and transitions except for two objects:
The LayerStateMachine and the BlendTrees (motions).
I can create a new StateMachine and a new BlendTree and set them but this wont work because it is being set in the editor and when press play these become invalid pointing to None.
My questions is there a way to create a deep copy of the BlendTrees and the statemachine for the LayerStateMachine. If there was only a function in the State class saying “CreateMotion” and the AnimatorController class containing a function called “CreateLayerStateMachine”.
Also in the future will all this functionality in the UnityEditorInternal be available just in UnityEngine?
thanks for reading