Mirroring - rmfandyplayz/UnityUIAnimationTools GitHub Wiki
Made a Show? Right-click its header → Duplicate as Mirrored, and you get a Show Mirrored underneath that plays it backwards. Rename it to Hide and you're done.
The mirrored copy is an ordinary animation: every value is visible in the Inspector and yours to tweak. It's not linked to the original, so changing one doesn't change the other.
| Right-click command | Does |
|---|---|
| Duplicate as Mirrored (on an animation) | Adds a mirrored copy named <name> Mirrored
|
| Mirror Animation (on an animation) | Mirrors that animation in place |
| Paste Animation Mirrored (on the Animations list) | Mirrors the copied animation as it's pasted. Copy a Show off one object, paste a Hide onto another |
| Mirror Step (on a step) | Flips just that one step, for fixing a single wrong direction |
- The steps run in reverse order. The last step becomes the first.
- From and To swap.
- Staggered delays flip, so the item that arrived last is the first to leave.
- Set Active on becomes Set Active off.
- Movement paths are walked backwards.
-
Eases. A
Hidemade from aShowkeeps the sameOutease, so things slow into place in both directions. If you want the opposite feel, change it by hand. - Sounds. A mirrored step plays the same clip. Swap it afterwards if the Hide needs a different sound.
- Punch and shake, which already end where they started.
- Everything outside the steps: Loops, Play At Custom FPS, Interrupt Others, Notes and On Complete.
Warning
A step with no From can't be mirrored exactly. Its starting point was "wherever the object happened to be", so there's no exact value to end on. The mirror turns its From on, set to the old To, and makes it end on the resting value. It then warns in the Console, naming each step, because that end point is a guess.
That guess is right when the original started from rest, which is the usual case. If a mirrored step does nothing, this is why: type the To you actually want.
For every rule, including paths and delays, see Mirroring Rules.
Under the hood
- Mirroring rewrites the data once, when you click. There's no "play in reverse" at runtime, on purpose. A live reverse mode and an authored mirror are two answers to the same question, and having both was tried and cut. A real, editable Hide is more useful than a reversed Show.
-
Eases deliberately aren't inverted. A strict time-reversal would turn
Out QuartintoIn Quart, which makes a Hide start slowly and then accelerate away. Ease inversion was built, then removed.