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A-AnimationMake things move and change over timeMake things move and change over timeA-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-StraightforwardSimple bug fixes and API improvements, docs, test and examplesSimple bug fixes and API improvements, docs, test and examplesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
Description
What problem does this solve or what need does it fill?
Dealing with animation in practice is very verbose. Usually, people spawn glTF scenes that they want to animate. However, the animation player is buried somewhere in the hierarchy! This means that lots of users set up boilerplate observers that add some kind of manual AnimationPlayerLink(Entity)
to the scene root
What solution would you like?
Make a scene's animation players a 1:n relationship
What alternative(s) have you considered?
- keep the manual boilerplate
- introduce a new system parameter that fetches the right animation players
- Move the animation players up the hierarchy into a vector at the scene root
- Rethink how the animation player API / hierarchy works in general
- Add a convenience API to scenes with only a single animation player
dsgallups, PatrickChodowski, horvbalint and Henauxg
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A-AnimationMake things move and change over timeMake things move and change over timeA-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-StraightforwardSimple bug fixes and API improvements, docs, test and examplesSimple bug fixes and API improvements, docs, test and examplesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!