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feat: NetworkAnimator Cleanup #1281
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} | ||
return false; |
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Probably easier to read if you didn't have this 'false' and then had the stuff on line 249 in an 'else'
"Unity.Netcode.Runtime" | ||
] | ||
"Unity.Netcode.Runtime", | ||
"Unity.Collections" | ||
], | ||
"includePlatforms": [], | ||
"excludePlatforms": [], | ||
"allowUnsafeCode": true, | ||
"overrideReferences": false, | ||
"precompiledReferences": [], | ||
"autoReferenced": true, | ||
"defineConstraints": [], | ||
"versionDefines": [], | ||
"noEngineReferences": false |
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this diff could be as small & simple as:
- "Unity.Netcode.Runtime"
+ "Unity.Netcode.Runtime",
+ "Unity.Collections"
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Well and the allow unsafe code :P but this is Unity saving the asmdef :P
@@ -78,12 +86,13 @@ public bool GetParameterAutoSend(int index) | |||
} | |||
|
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// Animators only support up to 32 params | |||
private const int k_MaxAnimationParams = 32; | |||
public static int K_MaxAnimationParams = 32; |
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I'm Mr. Nit (optional though)
public static int K_MaxAnimationParams = 32; | |
public static int MaxAnimationParamCount = 32; |
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parking my 🚀 here
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Love it!
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Terrific!
@andrews-unity Can we/should we add more documentation on this here (https://docs-multiplayer.unity3d.com/docs/components/networkanimator)? I spent quite a few hours wondering why the Thanks! |
* feat: NetworkAnimator Cleanup
This is an attempt to clean up NetworkAnimator
Changelog
com.unity.netcode.gameobjects
Testing and Documentation