tl;dr: I wish Animator.UpdateSM() was public. Is there a work-around?
Basically, I’m attempting to generate a Mecanim recording within a single update to the game loop. Using Mecanim’s tutorial scene as an example, I’d like to record him wave once, jump a couple times, and then run around a corner.
If things were simpler, I figure I could set my transition parameters once at the beginning, calculate what Animator.speed should be, set it, and then grab the results on the next frame. The problem is that I need to handle complex transitions like in the example above, and that means I have to access intermediate results for setting up more transition conditions.
Does anyone have an answer, or even a clever idea, on achieving this? Performance isn’t all that important.
/ben