(PACKAGING) Move migration guide to a central documentation repository
This commit is contained in:
+1
-63
@@ -1,66 +1,4 @@
|
|||||||
Migrating AnimatorAsCode from V0 to V1
|
Migrating AnimatorAsCode from V0 to V1
|
||||||
======
|
======
|
||||||
|
|
||||||
TODO: Fix mixed Linear/Easing curve generator???
|
Please see the [migration guide (https://hai-vr.github.io/documentation/docs/products/animator-as-code/migrating-v0-to-v1)](https://hai-vr.github.io/documentation/docs/products/animator-as-code/migrating-v0-to-v1)
|
||||||
TODO: Fix undo slow operations (ask bd?)
|
|
||||||
|
|
||||||
AnimatorAsCode V1 introduces the following main breaking changes:
|
|
||||||
- VRChat Avatars is now an optional dependency. AnimatorAsCode can now be used in non-VRChat projects.
|
|
||||||
- All VRChat-related functions have been split between two classes of extension methods.
|
|
||||||
- You are now encouraged to use a non-destructive workflow by generating an animator controller asset without relying on an existing animator controller asset.
|
|
||||||
- VRChat methods that use a destructive workflow, such as `AacFlBase.CreateMainFxLayer()` are located on their own class of extension methods.
|
|
||||||
|
|
||||||
## Assembly definition
|
|
||||||
|
|
||||||
If you use assembly definitions, change the assembly reference from `AnimatorAsCodeFramework` to the following:
|
|
||||||
- `AnimatorAsCodeFramework.V1` in all cases.
|
|
||||||
- `AnimatorAsCodeFramework.V1.VRC` if you depend on VRChat.
|
|
||||||
- `AnimatorAsCodeFramework.V1.VRCDestructiveWorkflow` also if you need to edit the playable layers of the avatar directly.
|
|
||||||
- *Consider switching to a non-destructive workflow using VRCFury or Modular Avatar! See below.*
|
|
||||||
|
|
||||||
## Code changes
|
|
||||||
|
|
||||||
### Code
|
|
||||||
|
|
||||||
- Change `AacV0` to `AacV1`
|
|
||||||
- Change `using AnimatorAsCode.V0;` to `using AnimatorAsCode.V1;`
|
|
||||||
- If your project depends on VRChat, you will need to use extension methods.
|
|
||||||
- Add `using AnimatorAsCode.V1.VRC;` in your class imports to use the VRChat extension methods.
|
|
||||||
- The extension methods are contained within the class `AnimatorAsCode.V1.VRC.AacVRCExtensions`.
|
|
||||||
- Add `using AnimatorAsCode.V1.VRC;` in your class imports to use the extension methods.
|
|
||||||
- The extension methods are contained within the class `AnimatorAsCode.V1.VRCDestructiveWorkflow.AacVRCDestructiveWorkflowExtensions`
|
|
||||||
|
|
||||||
# TODO
|
|
||||||
|
|
||||||
- TODO: Check TrackingElement being renamed to AacAv3.Av3TrackingElement
|
|
||||||
|
|
||||||
### AacConfiguration
|
|
||||||
|
|
||||||
Since `AacConfiguration` no longer contains the avatar descriptor, you will need to use the extension method `AacConfiguration.WithAvatarDescriptor(VRCAvatarDescriptor)` to define the avatar in the configuration.
|
|
||||||
|
|
||||||
For example:
|
|
||||||
|
|
||||||
```csharp
|
|
||||||
using AnimatorAsCode.V1;
|
|
||||||
using AnimatorAsCode.V1.VRCDestructiveWorkflow;
|
|
||||||
// ...
|
|
||||||
|
|
||||||
AacV1.Create(new AacConfiguration
|
|
||||||
{
|
|
||||||
SystemName = systemName,
|
|
||||||
AnimatorRoot = avatar.transform,
|
|
||||||
DefaultValueRoot = avatar.transform,
|
|
||||||
AssetContainer = assetContainer,
|
|
||||||
AssetKey = assetKey,
|
|
||||||
DefaultsProvider = new AacDefaultsProvider(writeDefaults: options.WriteDefaults)
|
|
||||||
}.WithAvatarDescriptor(avatar)); // The avatar descriptor is now defined by invoking an extension method.
|
|
||||||
```
|
|
||||||
|
|
||||||
# Non-destructive workflow
|
|
||||||
|
|
||||||
Animator As Code V1 encourages the use of a non-destructive workflow.
|
|
||||||
|
|
||||||
Here's a quick example:
|
|
||||||
|
|
||||||
|
|
||||||
Please open the file `Examples/GenExample4_NonDestructiveWorkflow.cs`.
|
|
||||||
Reference in New Issue
Block a user