Hello,
1) That is the official API reference, new functions are reflected on that docs page.
2) If you want to safely execute the character, I suggest:
Code: Select all
creature_manager.setRunTime(time);
creature_manager.Update(0); // Updates with a delta time of 0, effectively posing your character at the current time
One reason I am guessing you are not seeing the character gettig updated is because even though the internal character
data has been updated, you did not trigger an update to the rendering mesh.
Take a look at:
https://github.com/kestrelm/Creature_Un ... enderer.cs
Code: Select all
And in particular LateUpdate():
public virtual void LateUpdate ()
{
if (creature_manager != null) {
doSwapMesh ();
if (creature_asset.GetIsDirty() || vertices == null)
{
CreateRenderingData ();
creature_asset.SetIsDirty(false);
}
UpdateTime();
UpdateRenderingData (); // Updates the Rendering data to sync up with the character
meshFilter.sharedMesh = active_mesh;
}
}
After the time has been set, make sure thae UpdateRenderingData() is called. If you are setting your
custom time, you probably want to modify UpdateTime() to take into account your custom time. That way
the UpdateRenderingData() syncs up with your desired time.
For custom looping behaviour you specified, I recommend you write custom logic by modifying UpdateTime() and
incrementing/looping the time counter yourself, then calling setRunTime() and Update(0).