First of all, thank you for this great product, UMotion Pro makes it so much easier for me to author animations quickly in Unity rather than using Blender (although I miss the ability to use NLAs, if you ever want to add a new big feature, that would be a good candidate *wink* *wink* *nudge* *nudge*).
It seems that since Unity 5, we are able to write an animation event handler method in the code with an "AnimationEvent" parameter instead of an int, string or float. This is great for blended Animators so you can finally know what animation clip sends the event, and more importantly, what weight is the Animator layer at that time. That way, when your Animator uses a blend tree, blending between two "walk" animations, for example (one slow and one fast, or a walk and a run, or whatever you can think of), you can decide what sound to play and no longer have two sounds play at the same time, or at least the same code being run twice. This information comes from MecanimDev himself : https://forum.unity.com/threads/mecanim-5-blend-tree-animation-event-called-twice.318747/#post-2071893 (yes that post is 7 years old).
However, UMotion Pro does not seem to offer that option yet. It is possible to do it, but we get a small warning icon on the animation event in the UMotion Clip Editor because it wants either a void, or an int, or a float or a string. In practice, the handler still does its job so this is not really a problem, but the warning icon is a bit distracting.
Would it be possible for UMotion to detect whether the name of the function we write in the animation event window matches an event handler with the AnimationEvent parameter so it knows we really mean to use that function and this is not a typo please?
PS: When looking at the About window, I saw Pärtel in the Special Thanks section, which is nice except his name is "Lang", not "Lange" :)
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