![]() ![]() That means only a certain number of paddle parties (up to 9 paddlers per party) can enter a given lake on a given day. The Forest Service manages how many permits are given out per lake per day. More than other wilderness areas I’ve encountered, the Forest Service manages traffic into the Boundary Waters.Įveryone who enters the BWCA needs a permit. To understand its popularity, you have to understand how permitting works in the Boundary Waters. Since Moose Lake allows motorboats, there are several outfitters that provide canoe towing services out of the lake as well. It kicks off several straightforward and enjoyable paddle routes - with good fishing.Īt the entry point, you’ll find a large paved parking lot as well as bathroom facilities. It’s a popular entry point for good reason. Williams and Hall Outfitters are the closest outfitters, located right there on Moose Lake. Plus, being located in the Kawishiwi Ranger District, the nearest major town is Ely-BWCA mecca-just 30 minutes away. In fact, it’s a popular choice for paddlers headed all the way toward Canada’s Quetico wilderness. One major draw is that it allows deep access to the BWCA without a lot of portages. Private void SetClip( AnimationClip animationClip, string state )ĪnimatorOverrideController animatorOverrideController = new AnimatorOverrideController() ĪntimeAnimatorController = ntimeAnimatorController ĪnimatorOverrideController = animationClip Īnimator.Moose Lake is the most popular entry point into the Boundary Waters. Private AnimationClip CreateAnimationClip()ĪnimationCurve translateX = AnimationCurve.Linear(0.0f, 0.0f, 2.0f, 2.0f) ĪnimationClip animationClip = new AnimationClip() ĪnimationClip.SetCurve("", typeof(Transform), "m_localPosition.x", translateX) ![]() Private AnimatorOverrideController animOverrideController ĪnimationClip animationClip = CreateAnimationClip() Specify the name of the default state of the animator Public class AnimatorBehaviourScript : MonoBehaviour Then, in code, you will create (at runtime), an animator controller override and you will specify the animation clip you have created. In this controller, add an empty state that will be played automatically (name it as you want : Default for instance) The "only" things that change are the use of the Animator component instead of the Animation one.įirst of all, you have to create an Animator controller asset in your project. However, the information given by are still valid. Each curve in that array has an "attribute" field which contains the serialization name of the property it animates m_EditorCurves:Īs pointed out by the Animation component is now depreciated and should not be used for new projects. Scroll down until you find "m_EditorCurves". Now open the animation clip file in a proper text editor (notepad doesn't work since the file only uses linefeed characters as line breaks. When done make sure you hit "File->Save Project" to ensure the file is written properly to disk. Now just add the properties you want to know the name of and add at least one keyframe. Open the Animation window from the window menu If you don't know how a certain property is named you can do:Ĭreate a new project and set the asset serialization mode to "force text" (Edit->ProjectSettings->Editor->Asset serialization).Ĭreate an empty gameobject and add an Animation component.Ĭreate an animation (clip) as asset in the project window and add it to the animations array of the animation component. That's where the "strange" serialization name comes from. The actual fields are stored in the native C++ class. Built-in components don't have fields in their managed class. "m_LocalPosition.x" is the serialization name of the x position of the built-in Transform component. ![]()
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