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Ripping Out Animators/Animation

Posted: Sat Nov 30, 2024 11:01 pm
by Voltage3000
Hi, I may be biting off more than I can chew here, but I'm wondering if you can point me in the right direction possibly.
I'm attempting to rip out the animation package of the Unity Engine. Doing this gives me some pretty big gains in both performance and build size for webGL.

We don't use any animators for animation in our webGL games, we mainly use DoTween for that to try and keep things lightweight

The only issue right now is that The Dialogue System For Unity uses animator components. So I have gone through and removed all references to them in the Dialogue System For Unity code. It actually seems like it is almost entirely working. However, it seems like I broke whatever it is that turns off the dialogue system after a conversation has ended. The blank UI just persists after the conversation has ended. I can see that "hasFocus" is being set correctly in the Standard UI Subtitle Panel, so I think I have specifically caused an issue with whatever tells the canvas group to shut off. I'm having trouble pinpointing what is responsible for that in the code to try and remedy the issue. If you could give me a suggestion on what to look at that would be appreciated.

Re: Ripping Out Animators/Animation

Posted: Sun Dec 01, 2024 9:07 am
by Tony Li
Hi,

Are you actually disabling Packages: Built-in > Animation? If so, then yes you'll have to remove all references to Animator from the Dialogue System's code. Change or override the UIPanel class's Close() method to call OnHidden() when your tween is done.

Re: Ripping Out Animators/Animation

Posted: Sun Dec 01, 2024 1:32 pm
by Voltage3000
Yes, that is indeed what I am doing, and it appears that your proposed fix worked. Thanks! This will be a big gain for our webGL games. :D

Re: Ripping Out Animators/Animation

Posted: Sun Dec 01, 2024 3:16 pm
by Tony Li
Awesome! I'm looking forward to checking it out in a BIG meeting some time.