docs: add comprehensive documentation and Rhai scripting guide
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# Animator As Crab
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A hard fork of [Animator As Code](https://github.com/hai-vr/av3-animator-as-code) where Animator
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Controllers are described in [Rhai](https://rhai.rs/) instead of C#. A Rust library (`libaac`)
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evaluates the script, validates it, and emits the controller as JSON. A Unity Editor window
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deserializes that JSON and builds a real `AnimatorController` through the original Animator As Code
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V1 library, which is left untouched.
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```
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script.rhai → libaac (Rust) ──JSON──→ AacCrabWindow (Unity Editor) → AnimatorController
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```
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## Table of Contents
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- [Why](#why)
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- [Architecture](#architecture)
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- [Layout](#layout)
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- [Building](#building)
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- [Installation](#installation)
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- [Usage](#usage)
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- [DSL Reference](#dsl-reference)
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- [Setup](#setup)
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- [Parameters](#parameters)
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- [Controller and Layers](#controller-and-layers)
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- [States](#states)
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- [Clips](#clips)
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- [Animation Store](#animation-store)
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- [Blend Trees](#blend-trees)
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- [Transitions](#transitions)
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- [Any-State Transitions](#any-state-transitions)
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- [Sub-State Machines](#sub-state-machines)
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- [Transition Settings](#transition-settings)
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- [JSON Wire Format](#json-wire-format)
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- [Native FFI API](#native-ffi-api)
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- [C# Bridge](#c-bridge)
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- [VPM Distribution](#vpm-distribution)
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- [Nix Development](#nix-development)
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- [Limitations](#limitations)
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- [License](#license)
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## Why
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Animator As Code V1 lets you build Animator Controllers from a fluent C# API. That works, but
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every change requires recompilation. Animator As Crab replaces the C# builder with a Rhai script
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that is evaluated at edit time:
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- **No recompilation.** Save the `.rhai` file and the controller rebuilds automatically.
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- **Version control friendly.** A `.rhai` script is a single readable file; no binary assets.
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- **Validates before generation.** The Rust core checks the graph for dangling references,
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duplicate names, mismatched parameter types, and missing configuration before Unity ever sees it.
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- **Untouched upstream.** The original Animator As Code V1 C# library ships as-is; the generator
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drives its public API.
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## Architecture
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The system is a pipeline with three stages:
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1. **Rhai evaluation** (`libaac`). The engine registers builder types (`Aac`, `ClipBuilder`,
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`StateRef`, etc.) and Rhai-callable functions. The script mutates a shared `ControllerGraph`
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through these builders.
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2. **Validation and serialization** (`libaac`). After the script runs, keyframes are sorted by
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time, then the graph is validated: every name is unique, every reference resolves, every
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parameter type matches its usage, every transition targets a real state, and required fields
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(`system_name`, `asset_key`) are non-empty. The validated graph is serialized to JSON.
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3. **C# generation** (Unity Editor). `AacCrabWindow` reads the JSON, deserializes it into
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`AacCrabGraph` DTOs, and drives Animator As Code V1's modification API: clears the controller,
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creates parameters, builds clips (cloning store assets via `AssetDatabase`), builds blend
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trees in declaration order (so forward references are impossible), and wires up states and
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transitions.
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The Rust and C# sides share no runtime dependency. The contract is a JSON document whose shape is
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pinned by a test (`json_keys_are_the_ones_the_unity_dtos_expect` in `rust/tests/dsl.rs`).
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## Layout
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| Path | Contents |
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| --- | --- |
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| `rust/` | The Rhai DSL, graph model, validator, FFI exports, and the `libaac` cdylib. |
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| `rust/examples/avatar.rhai` | Reference script exercising every feature of the DSL. |
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| `rust/examples/animation_store.rhai` | Reference script for the animation store feature. |
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| `rust/tests/dsl.rs` | Integration tests: round-trip JSON, validation errors, API surface. |
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| `csharp/dev.doloro.animator-as-crab/` | Unity package: the untouched Animator As Code V1 library and the bridge in `V1/Editor/Crab/`. |
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| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabNative.cs` | P/Invoke bindings for `libaac`. |
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| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabGraph.cs` | JSON DTOs matching `rust/src/graph.rs`. |
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| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabGenerator.cs` | Turns the graph into an `AnimatorController` via AAC V1. |
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| `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/AacCrabWindow.cs` | Unity Editor window with file watching. |
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| `vpm/` | VPM packaging scripts and the package index. |
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| `flake.nix` | Dev shell with Rust, `dotnet`, `jq`, `zip`, and `just`. |
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| `justfile` | Shortcuts for importing the VPM package into a Unity project. |
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## Building
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### With Nix
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```sh
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nix develop # enter the dev shell
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cargo test --manifest-path rust/Cargo.toml # run tests
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nix build .#aac # produces libaac.so + aac-dump
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nix build .#bundle # produces a Unity-importable zip
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```
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### Without Nix
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You need Rust (stable) and a C-compatible linker.
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```sh
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cd rust
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cargo build --release
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# Output: target/release/libaac.so (Linux), libaac.dylib (macOS), or aac.dll (Windows)
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# Binary: target/release/aac-dump
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```
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### Standalone dump tool
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```sh
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cargo run --bin aac-dump -- rust/examples/avatar.rhai # prints the generated JSON
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```
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## Installation
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### Unity package (VPM)
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Add the VPM repository URL to the VRChat Creator Companion or ALCOM:
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```
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https://git.scug.io/doloro/av3-animation-as-crab/raw/branch/main/vpm/index.json
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```
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Or import manually:
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```sh
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# Build the package zip first
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./vpm/package.sh
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# Then import into a Unity project
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just import /path/to/unity-project
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```
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### Manual
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1. Copy `libaac.so` / `libaac.dll` / `libaac.dylib` into your Unity project's `Assets/Plugins/`.
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2. Add the `csharp/dev.doloro.animator-as-crab` folder to your project's `Packages/` directory.
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3. The package depends on `com.unity.nuget.newtonsoft-json` (3.2.1); Unity's Package Manager
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resolves this automatically.
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## Usage
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1. Write a `.rhai` script (see [DSL Reference](#dsl-reference)).
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2. Open **Tools > Animator As Crab** in the Unity Editor.
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3. Fill in the window:
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- **Rhai script** — path to your `.rhai` file.
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- **Animator Controller** — the controller asset to generate into.
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- **Animator Root** — the `Transform` that owns the `Animator` component.
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- **Asset Container** — the folder/object that will hold generated clips and blend trees.
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- **Container Mode** — how assets are organized (`Everything`, `ChildrenOfRoot`, etc.).
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- **Write Defaults** — whether states write defaults.
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4. Click **Generate**, or enable **Generate when the script changes** for automatic regeneration
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on save.
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## DSL Reference
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### Setup
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Every script starts by creating an `Aac` context and configuring the system name and asset key:
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```rhai
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let aac = AnimatorAsCode();
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aac.system_name("MyAvatar"); // required — identifies the system
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aac.asset_key("AAC_"); // required — prefix for generated assets
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```
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The system name and asset key are written by the script, not guessed by the Unity side. The
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validator rejects empty values.
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### Parameters
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Parameters are controller-wide. Declare them before building layers.
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| Function | Return type | Default |
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| --- | --- | --- |
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| `aac.float_param("Name", 0.0)` | `FloatParam` | `0.0` |
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| `aac.int_param("Name", 0)` | `IntParam` | `0` |
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| `aac.bool_param("Name", false)` | `BoolParam` | `false` |
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Duplicate parameter names are rejected at the call site.
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### Controller and Layers
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```rhai
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let ctrl = aac.new_controller(); // exactly one controller
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let base = ctrl.layer("Base"); // adds a layer; returns a LayerBuilder
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let props = ctrl.layer("Props");
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```
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### States
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States live on a layer or inside a sub-state machine. The last two arguments are the grid
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position in the Unity animator graph:
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```rhai
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let idle = base.state("Idle", 0, 0);
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let walk = base.state("Walk", 1, 0);
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```
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### Clips
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Generated clips are declared on the `Aac` context:
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```rhai
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let clip = aac.clip("idle_anim"); // name must be unique
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clip.looping(true); // optional override
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clip.keyframe("Body/Hand", "m_IsActive", 0.0, 1.0);
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clip.blend_shape("Body", "Smile", 0.0, 0.0);
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clip.blend_shape("Body", "Smile", 1.0, 0.8);
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clip.toggle("Body/Props", true); // shortcut for a one-frame m_IsActive constant
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```
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Keyframes are sorted by time automatically. All keyframes are linear (tangents are 0).
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**Supported curve targets** (inferred from the property name):
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| Property | Component type |
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| --- | --- |
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| `m_IsActive` | `GameObject` |
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| `blendShape.*` | `SkinnedMeshRenderer` |
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Any other property is rejected with a clear error.
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**Assigning clips to states:**
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```rhai
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idle.set_clip(clip); // same as set_motion
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walk.set_motion(clip);
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```
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### Animation Store
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An animation store seeds clips from `.anim` assets that already exist in the project. The
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generator loads the asset with `AssetDatabase.LoadAssetAtPath`, clones it into the asset
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container, and applies the script's keyframes and looping on the clone. The pre-made asset is
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never modified.
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```rhai
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let store = aac.AnimationStore("Assets/Doloro/Clips");
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let walk = store.clip("Walk"); // resolves to Assets/Doloro/Clips/Walk.anim
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walk.looping(true); // override on the clone
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walk.keyframe("Body/Props", "m_IsActive", 0.0, 0.0);
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```
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A store clip with no `looping(...)` call keeps the source asset's own looping setting. Requesting
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the same asset twice (with or without `.anim`) reuses the same reference. A missing asset is a
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clear error at generation time.
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Store clips are usable anywhere a generated clip is:
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```rhai
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walk_state.set_clip(walk);
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locomotion.add_motion(walk, 0.0);
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```
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### Blend Trees
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Blend trees are declared on the `Aac` context and configured with a blend type and parameters:
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```rhai
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let tree = aac.blend_tree("locomotion");
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tree.simple_1d(speed); // 1D blend
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tree.add_motion(walk_clip, 0.0); // (clip, threshold)
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tree.add_motion(run_clip, 5.0);
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```
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**Blend types:**
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| Function | Parameters | Use case |
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| --- | --- | --- |
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| `tree.simple_1d(x)` | 1 float param | Walk speed, locomotion blends |
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| `tree.simple_directional_2d(x, y)` | 2 float params | Strafe direction |
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| `tree.freeform_directional_2d(x, y)` | 2 float params | Complex directional |
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| `tree.freeform_cartesian_2d(x, y)` | 2 float params | Full 2D control |
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| `tree.direct()` | none | Per-parameter clip addressing |
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**Adding children:**
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```rhai
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// 1D / 2D threshold-based:
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tree.add_motion(clip, threshold);
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tree.add_motion(clip, x, y);
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// 2D also works with blend trees as children:
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tree.add_motion(inner_tree, 0.0, 1.0);
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// Direct blend:
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tree.add_motion_direct(clip, parameter);
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```
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**Automatic thresholds:**
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```rhai
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tree.automatic_thresholds(true);
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```
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Blend trees can nest other blend trees that were declared earlier in the script. Cycles are
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impossible because trees are created in declaration order.
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**Assigning blend trees to states:**
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```rhai
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run.set_motion(tree);
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```
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### Transitions
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Transitions are created by calling `transition_to` on a state (or any-state ref) and chaining
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condition and setting methods:
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```rhai
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idle.transition_to(walk).when(speed > 0.1).no_exit_time().duration(0.25);
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```
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**Conditions** are written on the parameter objects using comparison operators:
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| Operator | Float/Int | Bool |
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| --- | --- | --- |
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| `>` | Greater | — |
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| `<` | Less | — |
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| `==` | Equals | If / IfNot |
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| `!=` | NotEqual | IfNot / If |
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Combine multiple conditions with `when_all([...])`:
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```rhai
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walk.transition_to(idle).when_all([speed < 0.05, is_sitting == false]).duration(0.25);
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```
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> **Why not `&&`?** Rhai's `&&` and `||` are language built-ins that cannot be overloaded.
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> `speed > 0.1 && is_sitting == true` will not compile. Use `when_all`.
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### Any-State Transitions
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Any-state transitions fire from every state in a machine:
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```rhai
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base.any_state().transition_to(sit).when(is_sitting == true).no_exit_time().duration(0.2);
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```
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Any-state can also be used inside a sub-state machine:
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```rhai
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let gestures = base.sub_machine("Gestures", 2, 0);
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gestures.any_state().transition_to(reset).when(reset_all == true);
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```
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### Sub-State Machines
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```rhai
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let gestures = base.sub_machine("Gestures", 2, 0);
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let wave = gestures.state("Wave", 0, 0);
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let point = gestures.state("Point", 1, 0);
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wave.transition_to(point).when(gesture == 1).duration(0.1);
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point.transition_to(wave).when(gesture == 0).duration(0.1);
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```
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States and transitions inside a sub-state machine work exactly like the root machine.
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### Transition Settings
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All settings are chainable on a `TransitionRef`:
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| Method | Effect | Default |
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| --- | --- | --- |
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| `.duration(seconds)` | Cross-fade duration | `0.0` |
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| `.no_exit_time()` | Transition fires immediately | — |
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| `.exit_time(normalized)` | Transition fires after this normalized time | — |
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| `.to_self()` | Allow self-transitions | `false` |
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| `.ordered_interruption(bool)` | Ordered interruption | `true` |
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| `.source_interruption()` | Source interruption | `false` |
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Default transition values match Animator As Code V1's `AacDefaultsProvider.ConfigureTransition`.
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## JSON Wire Format
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The Rust core serializes the graph as JSON. The C# side deserializes it with
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`MissingMemberHandling.Error`, so the shape is a strict contract. Every object's key set is
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pinned by the test `json_keys_are_the_ones_the_unity_dtos_expect` in `rust/tests/dsl.rs`.
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Top-level keys: `system_name`, `asset_key`, `parameters`, `clips`, `blend_trees`, `controller`.
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Example (trimmed):
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```json
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{
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"system_name": "MyAvatar",
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"asset_key": "AAC_",
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"parameters": [
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{ "type": "float", "name": "Speed", "default": 0.0 }
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],
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"clips": [
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{
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"name": "idle_anim",
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"looping": true,
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"curves": [
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{
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"path": "Body/Hand",
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"target": "game_object",
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"property": "m_IsActive",
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"keys": [{ "time": 0.0, "value": 1.0, "in_tangent": 0.0, "out_tangent": 0.0 }]
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}
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]
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}
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],
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"blend_trees": [
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{
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"name": "locomotion",
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"blend_type": "simple_1d",
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"param_x": "Speed",
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"param_y": null,
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"children": [
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{ "motion": { "type": "clip", "name": "walk_anim" }, "threshold": 0.0, "threshold_y": null, "direct_param": null }
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],
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"use_automatic_thresholds": false
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}
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],
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"controller": {
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"layers": [
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{
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"name": "Base",
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"state_machine": {
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"name": null,
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"position": { "x": 0, "y": 0 },
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"states": [
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{
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"name": "Idle",
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"position": { "x": 0, "y": 0 },
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"motion": { "type": "clip", "name": "idle_anim" },
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"transitions": [
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{
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"to": "Walk",
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"conditions": [{ "parameter": "Speed", "mode": "greater", "threshold": 0.1 }],
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"has_exit_time": false,
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"exit_time": 0.0,
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"duration": 0.25,
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"ordered_interruption": true,
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"source_interruption": false,
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"can_transition_to_self": false
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}
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||||
]
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||||
}
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||||
],
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"sub_machines": [],
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"any_state_transitions": []
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}
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||||
}
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||||
]
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||||
}
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||||
}
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||||
```
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|
||||
Store clips include a `"source"` field with the project-relative asset path; generated clips
|
||||
omit it.
|
||||
|
||||
## Native FFI API
|
||||
|
||||
`libaac` exposes a C ABI for Unity's P/Invoke:
|
||||
|
||||
| Function | Signature | Description |
|
||||
| --- | --- | --- |
|
||||
| `aac_create` | `() → *mut AacContext` | Create a context. Owns the graph and engine. |
|
||||
| `aac_eval_rhai` | `(handle, script) → i32` | Evaluate a script. Returns 0 on success. |
|
||||
| `aac_to_json` | `(handle) → *mut c_char` | Serialize the graph to JSON. Free with `aac_free_string`. |
|
||||
| `aac_last_error` | `(handle) → *const c_char` | Last error message, or null. Borrowed until next call. |
|
||||
| `aac_free_string` | `(string)` | Free a string returned by `aac_to_json`. |
|
||||
| `aac_destroy` | `(handle)` | Destroy a context. |
|
||||
|
||||
The context is single-threaded. Panics across the FFI boundary are caught and reported as errors.
|
||||
|
||||
**Standalone dump tool** (`aac-dump`):
|
||||
|
||||
```sh
|
||||
cargo run --bin aac-dump -- path/to/script.rhai
|
||||
```
|
||||
|
||||
Prints the generated JSON to stdout. Exits with a non-zero status and prints the error to stderr
|
||||
on failure.
|
||||
|
||||
## C# Bridge
|
||||
|
||||
The Unity side lives in `csharp/dev.doloro.animator-as-crab/V1/Editor/Crab/`:
|
||||
|
||||
- **`AacCrabNative`** — P/Invoke wrapper around `libaac`. Creates a context, evaluates the
|
||||
script, reads the JSON, and destroys the context in a single `Evaluate` call. Handles
|
||||
`DllNotFoundException` with a clear message.
|
||||
|
||||
- **`AacCrabGraph`** — DTO classes mirroring `rust/src/graph.rs`. Deserialized with
|
||||
Newtonsoft.Json using `snake_case` naming and `StringEnumConverter`. Missing fields are an
|
||||
error, not silently ignored.
|
||||
|
||||
- **`AacCrabGenerator`** — The core generator. Clears the controller via AAC V1's modification
|
||||
API, creates parameters (applying defaults by mutating the controller's parameter list), builds
|
||||
clips (cloning store assets via `AssetDatabase`), builds blend trees in declaration order, and
|
||||
wires states and transitions. Forward references within a layer resolve because all states are
|
||||
created before any transitions.
|
||||
|
||||
- **`AacCrabWindow`** — Editor window (Tools > Animator As Crab). Watches the script file for
|
||||
changes and regenerates automatically. All Unity-side configuration (controller, root,
|
||||
container, container mode, write defaults) is supplied by the user; nothing is defaulted
|
||||
silently.
|
||||
|
||||
## VPM Distribution
|
||||
|
||||
The `vpm/` directory contains the packaging and publishing pipeline:
|
||||
|
||||
- **`package.sh`** — Builds a VPM release zip containing the C# package and the native library,
|
||||
then updates `vpm/index.json` with the new version's URL and SHA-256. Environment variables
|
||||
override the host, project, and version.
|
||||
|
||||
- **`publish.sh`** — Creates a Gitea release for a given tag and attaches the VPM zip. Requires
|
||||
`TOKEN`, `SERVER`, `REPO`, and `TAG` environment variables.
|
||||
|
||||
- **`index.json`** — The VPM repository index read by VCC and ALCOM.
|
||||
|
||||
To add the repository to VCC/ALCOM, paste the index URL:
|
||||
|
||||
```
|
||||
https://git.scug.io/doloro/av3-animation-as-crab/raw/branch/main/vpm/index.json
|
||||
```
|
||||
|
||||
## Nix Development
|
||||
|
||||
The `flake.nix` provides:
|
||||
|
||||
- **Dev shell** (`nix develop`): Rust stable with clippy, rustfmt, rust-analyzer; `dotnet`,
|
||||
`mono`, `jq`, `zip`, `unzip`, `just`, `curl`.
|
||||
- **Packages**: `nix build .#aac` (native library + dump binary), `nix build .#bundle`
|
||||
(Unity-importable zip).
|
||||
- **Formatter**: `nix fmt` (nixfmt-rfc-style).
|
||||
|
||||
The dev shell also provides `.direnv` integration via `.envrc`.
|
||||
|
||||
## Limitations
|
||||
|
||||
- **No Unity project in this repo.** The bridge and generator are verified by reading and
|
||||
testing the Rust side, not by running in Unity.
|
||||
- **Blend tree nesting.** A blend tree can only reference a tree declared earlier in the script.
|
||||
- **No avatar masks, layer weights, state behaviours, or parameter drivers.** The graph model
|
||||
does not carry them yet.
|
||||
- **Linear keyframes only.** All tangent values are 0; no easing curves.
|
||||
- **Two curve target types.** Only `GameObject` (`m_IsActive`) and `SkinnedMeshRenderer`
|
||||
(`blendShape.*`). Unknown properties are rejected.
|
||||
- **Single-threaded FFI.** The `AacContext` is not safe to share across threads.
|
||||
|
||||
## License
|
||||
|
||||
MIT. See [LICENSE](LICENSE).
|
||||
|
||||
Originally created by [@hai-vr](https://github.com/hai-vr) with major contributions from
|
||||
[@galister](https://github.com/galister). Forked and extended by doloro.
|
||||
Reference in New Issue
Block a user