AnimationBindRuntime Class
Warning
The functionality described here is EXPERIMENTAL and is not recommended for production use. Future releases may bring significant changes to API and features. Backward compatibility of the final production-ready version is not guaranteed.
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | AnimationBind |
This class is used to manage runtime bindings of animation objects via code. Animation objects serve as proxies in animation sequences and are bound to specific objects (materials, nodes, property parameters, or runtime objects like widgets and windows) at the playback stage.
Bindings are used to store, search, and obtain real engine objects that are actually animated. Runtime objects (such as widgets, windows, etc.) cannot be saved, they are created and assigned to bindings at run-time.
AnimationBindRuntime Class
Members
void setWidget ( Widget widget ) #
Sets a new animated widget.
Arguments
- Widget widget - The animated widget.
Widget getWidget() const#
Returns the current animated widget.
Return value
Current animated widget.AnimationBindRuntime ( ) #
Constructor. Creates an empty runtime object binding.The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2025-02-19
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)