Top Section

The top section of the inspector is where you Build the animation data after any changes are made and also where you can choose to highlight the elements that build the mesh. The main use of the highlighting is to find any elements you may want to use for events and also you can test the assmbly animation quickly for any highlighted elements.

Artificer Top Section

Object to Build

This is the root object that you wish to animate. It is usually the object the script is attached to. Artificer will include all child objects of this object when it builds the animation data. In the Split options later you can tell the system to exclude objects from the build.

Also note it is easy to chain together multiple Artificed objects so they will build and dismantle in sequence, and you can control at what point subsequent animations happen. Check the Build Options section for more information on this.

Build Button

This will recreate the animation data needed by Artificer. If you make any changes that require a rebuild in the main inspector (changes in helper scripts are not yet detected so you will need to rebuild if you make any changes in those). The build process makes use of Jobs and Burst so is pretty fast but if your object has loads of complex objects it can take a few seconds. Normal basic game objects will build very quickly.

This Button may show 'Make Meshes Readable' if the system finds any mesh to be animated is marked as not readable. Clicking the button will automatically update any mesh to be readable for you.

Info Box

This will show you how many elements your objects have been split up into.

Highlight Mode

Short video showing the different highlighting modes.

Controls which elements if any will be highlighted. Artificer will show the animation path for any highlighted element as well as the mesh for the element and its id. The options are:

None - Turns of any highlighting

Single - Will only highlight the element whose id is in Highlight value

Range - Will show all elements between the Start and End slider values

Selected - You can type in which ids you wish to highlight. This can just be a list of numbers such as 3 4 7 9 or you can use a range like 3-9 which will show all elements between 3 and 9 inclusive. You can also use the ! value to turn off highlighting on an element so if you have 3-9 !7 it will show 3 4 5 6 8 9 and not show element 7

Playing - Will show the ids for all the elements currently being animated

Highlight Value

You can choose to display either the Sort order or the Element order when using the highlight mode.

Show Element Bounds

When this option is checked the bounds volume for each element will also be shown when the element is highlighted.

Highlight

Depending on the Highlight mode selected this will show either a single value, a min max slider or a text area. In the single mode there will also be two arrow buttons which allow you to move backwards and forwards 1 value at a time to make it easier to move through the elements when you have a lot.

Single mode Highlight value with the next and previous buttons.

Place

The place slider will move any highlighted element through its animation so you can move the element into place and see how any animations or values changes you have applied effects the element. If Explode is the dismantle mode for the piece it will only show the assemble animation. When the mesh elements are shown highlighted you can move the cursor over them to further highlight it in orange and also to enlarge the id text for easier reading.

Show Control Window

You can toggle the Artificer Controls Window on and off by changing this value.

Start Mode

This value allows you to say how the mesh will appear when in play mode.

As Is - The current state of the mesh in edit mode is how the object will appear when the scene plays

Start Built - When the scene plays the object will start fully built.

Start Dismantled - When the scene plays the object will start fully dismantled.

Build - The object will start fully dismantled and will start to build right away.

Dismantle - The object will start fully built and will start to dismantle right away.

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