To control playback of the Animator in the Scene view of the Unity editor, use the StartPlayback, StopPlayback, StartRecording, and StopRecording methods:

Create an Animator object with a Controller. You can see that the character is in a T-shape. Attached is a new script, EditAnimator, which is empty, as follows:

using UnityEngine;

public  class EditAnimator : MonoBehaviour 
{
}
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Create an editor class for the script, EditAnimatorInspector, as follows:

using UnityEditor;
using UnityEngine;

[CustomEditor( typeof(EditAnimator))]
public  class EditAnimatorInspector : Editor
{
     /// <summary>
     ///Current time of slider
     /// </summary>
     private  float m_CurTime;
    
     /// <summary>
     ///Is it already baked
     /// </summary>
     private  bool m_HasBake;
    
     /// <summary>
     ///Whether the current state is preview playback
     /// </summary>
     private  bool m_Playing;

     /// <summary>
     ///Current running time
     /// </summary>
     private  float m_RunningTime;
    
     /// <summary>
     ///Last System time
     /// </summary>
     private  double m_PreviousTime;
    
     /// <summary>
     ///Total recording time
     /// </summary>
     private  float m_RecorderStopTime;

     /// <summary>
     ///Total length of sliding rod
     /// </summary>
     private  const  float kDuration = 30f;

     private Animator m_Animator;

     private EditAnimator editAnimator { get {  return target  asEditAnimator; }}private Animator animator
    {
        get {  returnm_Animator ?? (m_Animator = editAnimator.GetComponent<Animator>()); }}void OnEnable()
    {
        m_PreviousTime = EditorApplication.timeSinceStartup;
        EditorApplication.update += inspectorUpdate;
    }

     void OnDisable()
    {
        EditorApplication.update -= inspectorUpdate;
    }

     public  override  void OnInspectorGUI()
    {
        EditorGUILayout.BeginHorizontal();
         if (GUILayout.Button( "Bake"))
        {
            m_HasBake =  false;
            bake();
        }
         if (GUILayout.Button( "Play"))
        {
            play();
        }
         if (GUILayout.Button( "Stop"))
        {
            stop();
        }
        EditorGUILayout.EndHorizontal();
        m_CurTime = EditorGUILayout.Slider( "Time:", m_CurTime, 0f, kDuration);
        manualUpdate();
    }

     /// <summary>
     ///Baking records animation data
     /// </summary>
     private  void bake()
    {
         if (m_HasBake)
        {
             return;
        }

         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

         const  float frameRate = 30f;
         const  int frameCount = ( int)((kDuration * frameRate) +  2);
        animator.Rebind();
        animator.StopPlayback();
        animator.recorderStartTime =  0;

         // Start recording the specified number of frames
        animator.StartRecording(frameCount);

         for (var i =  0; i < frameCount -  1; i++)
        {
             // New animation state can be triggered at the specified time
             if (i ==  200)
            {
                animator.SetTrigger( "Dance");
            }

             // Record each frame
            animator.Update( 1.0 f / frameRate);
        }
         // Complete the record
        animator.StopRecording();

         // Enable playback mode
        animator.StartPlayback();
        m_HasBake =  true;
        m_RecorderStopTime = animator.recorderStopTime;
    }

     /// <summary>
     ///Play a preview
     /// </summary>
     private  void play()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

        bake();
        m_RunningTime = 0f;
        m_Playing =  true;
    }

     /// <summary>
     ///Stop preview playback
     /// </summary>
     private  void stop()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

        m_Playing =  false;
        m_CurTime = 0f;
    }

     /// <summary>
     ///Preview updates in playback state
     /// </summary>
     private  void update()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

         if (m_RunningTime > m_RecorderStopTime)
        {
            m_Playing =  false;
             return;
        }

         // Set the playback time and position
        animator.playbackTime = m_RunningTime;
        animator.Update( 0);
        m_CurTime = m_RunningTime;
    }

     /// <summary>
     ///Play the current animation frame through the slide bar in the non-preview play state
     /// </summary>
     private  void manualUpdate()
    {
         if(animator && ! m_Playing && m_HasBake && m_CurTime < m_RecorderStopTime) { animator.playbackTime = m_CurTime; animator.Update(0); }}private  void inspectorUpdate()
    {
        var delta = EditorApplication.timeSinceStartup - m_PreviousTime;
        m_PreviousTime = EditorApplication.timeSinceStartup;

         if(! Application.isPlaying && m_Playing) { m_RunningTime = Mathf.Clamp(m_RunningTime + (float)delta, 0f, kDuration); update(); }}}Copy the code

The inspector looks like this:

Click on “Bake” and you can see that the character’s pose becomes the first frame of the animation state, as shown below:

Drag the slider to play the current frame, as shown below:

Click “Play” to automatically Play the entire animation, as shown below: