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Prevent AnimationGraph
from serializing AssetId
s.
#19615
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68ba8a9
Split `AnimationGraphLoadError` into a load and save version.
andriyDev 716e819
Make SerializedAnimationGraph only support asset paths.
andriyDev 5bbcbda
Allow deserializing legacy-serialized AnimationGraphs.
andriyDev fd5d982
Add a migration guide.
andriyDev e99b9d3
Update the `animation_graph` example.
andriyDev 16697f6
Pass unit literal instead of referring to edge.weight.
andriyDev 9384813
Only warn the user about the legacy format once per load to prevent l…
andriyDev 679298e
Add the asset path to the warning message.
andriyDev a36ba69
Make AnimationGraphLoadError all transparent errors for easier debugg…
andriyDev cc30833
Update the Fox animation graph using `cargo run --example animation_g…
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20 changes: 20 additions & 0 deletions
20
release-content/migration-guides/animation_graph_no_more_asset_ids.md
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,20 @@ | ||
--- | ||
title: `AnimationGraph` no longer supports raw AssetIds. | ||
pull_requests: [] | ||
--- | ||
|
||
In previous versions of Bevy, `AnimationGraph` would serialize `Handle<AnimationClip>` as an asset | ||
path, and if that wasn't available it would fallback to serializing `AssetId<AnimationClip>`. In | ||
practice, this was not very useful. `AssetId` is (usually) a runtime-generated ID. This means for an | ||
arbitrary `Handle<AnimationClip>`, it was incredibly unlikely that your handle before serialization | ||
would correspond to the same asset as after serialization. | ||
|
||
This confusing behavior has been removed. As a side-effect, any `AnimationGraph`s you previously | ||
saved (via `AnimationGraph::save`) will need to be re-saved. These legacy `AnimationGraph`s can | ||
still be loaded until the next Bevy version. Loading and then saving the `AnimationGraph` again will | ||
automatically migrate the `AnimationGraph`. | ||
|
||
If your `AnimationGraph` contained serialized `AssetId`s, you will need to manually load the bytes | ||
of the saved graph, deserialize it into `SerializedAnimationGraph`, and then manually decide how to | ||
migrate those `AssetId`s. Alternatively, you could simply rebuild the graph from scratch and save a | ||
new instance. We expect this to be a very rare situation. |
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