2.4.0
New
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Reverse Clip - play a clip backwards as a clip, not as a playback setting. It mirrors at the key span, carries the tangent modes across, and has its own undo half for events. In the Keyframe Editor, under Clip Actions.
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Mirror Layer - send the motion of one layer to the other side, left ↔ right, and its mask with it. Mirror Clip turns the whole clip around; this is the other statement: an arm pass masked to the left arm becomes a right-arm pass while everything underneath stays where it is. Right-click a layer in the Keyframe Editor's layer strip, or take the active one under Clip Actions.
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Spawn effects - a spawn event can scale in instead of appearing at full size, and it can scale out or let its particles finish emitting instead of cutting off mid-flight. The despawn runs inside the lifetime, so switching it on never makes the instance stay longer than before. On the spawn event, under Spawn Effect.
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Props hold IK pins - pin a hand to the prop it is holding rather than to a place in the world, and it stays on the grip while the rest of the figure moves. Pose the hand onto the prop and pin as usual: a tip resting on a prop anchors to the prop, a tip in mid-air anchors to the world exactly as before. Dragging the pin's marker slides the grip along the prop, re-pinning puts it where the hand is now, and a pin whose prop is taken off the character is dropped instead of pointing at nothing.
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Handing a prop to Pose Edit from another tool -
AWPoseEditPropBridgetakes a prefab, a bone and a fit and hangs the prop on the character that is open. The bone is resolved by path, so the caller may be holding its own copy of the rig: a game project can send over the weapon it already has on its figure, on the same bone and with the offsets it uses there. Sending the same prop again moves it to the new fit instead of refusing.
Improved
- Used In Project ▸ Scenes names the object, not just the scene. Clicking an entry selects everything in that scene that uses the clip and writes the hierarchy paths to the console; scenes that are already open are marked as such, for the others a dialog offers to open the scene on its own or additively, next to the one being worked on - and it names what that scene reaches the clip through, the prefab or the controller, which is often enough to settle the question without opening anything. The scene asset is still pinged on the way. And when nothing in the scene plays the clip - a spawner holding a prefab that does, say - an optional second pass searches every component for the reference.
- Props in Pose Edit: attaching and detaching are undoable.
- Props in Pose Edit: parts of a prop that are animated follow the playhead.
- Props in Pose Edit: a new fit starts at the prefab's own scale instead of at 1.
- Versioning: clip snapshots are stored next to the database they belong to.
- Pack Character: shader
#includefiles travel with a copied shader, so a packed character no longer arrives with pink materials. - A dependency installer for the packages an optional integration needs.
- The review prompt moved into the Workbench itself, as a strip, and is paced by sessions rather than by menu clicks.
Changed
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The default rule Used in Project is now called Used in Controllers - it always counted uses in Animator Controllers, never across the whole project. Existing palettes are migrated: the rule keeps its place instead of being added a second time under the new name, and an active filter follows the rename. A rule you renamed or rebuilt yourself is left alone.
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Dark is the default theme again. The neutral grey one that held that spot is now called Light, and Lite has both of them rather than only the one it starts on. A theme you picked yourself still applies - the old Default comes back under its new name. Under Settings ▸ Appearance.
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Settings no longer prints a paragraph under every field. Hovering a row - the label or the control - shows the same text as a tooltip, and each page says so once next to its title. Nothing was shortened, only moved out of the way: the pages are short enough to scan again.
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Ctrl snaps the way it does everywhere else in Unity while posing. Pose Edit's own rotation grid is out, and Ctrl now follows Grid and Snap like any other handle in the editor. AW's own grid stays where it was never the odd one out - Rig Edit, under Settings ▸ Rig Edit.
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New Animation Clip lands in the folder that was right-clicked. It went to
_AWCreations/<Rig>/<Character>before, even though the click had already named a place: a folder is the target, an asset gives its parent folder. A selection that names no place, or one outsideAssets/- a read-only package - still falls back to the dynamic default. -
The Controller Inspector no longer changes the preview character. Both ways there are gone: the avatar button on each clip row and the character pulldown in the section header. The inspector says what a controller uses; choosing the character is done where characters are chosen.
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Bones are no longer drawn through the body by default. X-ray was on out of the box; it is now something to switch on under Settings ▸ Pose Edit. A choice already made is kept.
Fixed
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Mirror Clip read an additive layer's curves as absolute poses. On a generic rig they are deltas, and a delta mirrors through the bone's own rest-pose correction rather than through its parent's - so on a rig whose two sides do not already carry mirrored local axes, the mirrored additive layer came back rotated by the difference between the two. Muscle curves, positions and scale were never affected: those mappings are linear, and a delta passes through them exactly like an absolute value.
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The value the browser list is sorted by - the scene count, the event count, the duration - was only drawn once a row was about 300 px wide, and it hung at the right edge of the widest row, so a single long clip name pushed every number out of sight behind the horizontal scrollbar. The column now sits against the visible edge and shrinks to the number instead of disappearing.
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Keyframe Editor: a loop marker parked on frame 0 or on the last frame swallowed the ruler's double-click, so selecting every key in that column meant dragging the marker out of the way and back. A marker that already sits at its end now lets the click through; one parked anywhere else still snaps home on a double-click.
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Pose Edit: after a single click on a keyframe in the timeline, bones stopped recording for the rest of the session - they followed the handle and snapped back on the next sample, and only leaving and re-entering Pose Edit brought them back. Clicking a key paused the scene recording and nothing ever unpaused it. The same was true after dragging a tangent handle in the curve view.
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Pose Edit on a clip it cannot write to - a version that is not live, a clip inside an imported model, a locked or muted layer - moved the bone and said nothing, which looks exactly like a broken tool. Posing such a clip now says why on the way in and again when a drag is discarded, right where the bone is.
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Dope sheet: a marquee over stacked keys always took the whole stack. It stepped clusters by 2 px while they are drawn 4 px apart and then tested the whole 7 px diamond for overlap, so every key the rectangle so much as grazed came along and the outer key of a stack could not be grabbed on its own. The stagger now has one definition that the drawing, the click test and the marquee all read, and horizontally it is the drawn key centre that decides.
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The play-mode clip pill asked every Animator it could see for its layer count, and Unity answers that with a console warning on any Animator that carries a controller without playing one - a rig that failed to initialize, an override controller with no base under it, anything driven by Timeline or a hand-built graph. At poll rate that was ten warnings a second. Each Animator is asked once now and the answer remembered, and the pill also stays away in Prefab Mode and in the Workbench's own preview scenes, where no controller runs anyway.