Fork of Unity's Animation Rigging 1.4.1 that makes rig constraints evaluate continuously in Edit mode — no Play mode, no Animation Window preview required. Move a rig target in the Scene view and the constrained bones follow live; scrub a Timeline and constraints compose on top of the scrubbed pose.
What the fork adds:
RigBuilderEditModeEvaluator(Editor): builds and evaluates each RigBuilder's PlayableGraph on every editor update.EditModePoseSyncJob: syncs the current scene pose into the animation stream before rig outputs, so constraints evaluate against what you see, not the bind pose.- Pose snapshot/restore: authored poses are restored on scene save, preview start, Play-mode entry and rebuilds, so constrained results never bake into scene files.
RigBuilder.evaluateInEditModeflag (default on) to opt out per RigBuilder.
Package Manager → + → Add package from git URL…:
https://github.com/exemoss/Unity_AnimationRiggingCustom.git#upm
or in Packages/manifest.json:
"com.unity.animation.rigging": "https://github.com/exemoss/Unity_AnimationRiggingCustom.git#upm"The upm branch contains only this package (split from the main branch with git subtree split), so UPM downloads just the package, not the whole test project. To pin a specific revision, replace #upm with #<commit-hash-on-upm-branch>.
The package keeps the upstream name com.unity.animation.rigging, so it acts as a drop-in replacement for the registry package. The repository is private: installing requires Git credentials for it on the consuming machine (e.g. a Git credential manager with GitHub access).
Requires Unity 6000.0.23f1 or newer.
The upm branch is a single history-less snapshot commit of the package tree, so consumers never download repository history. After changing the package on master, regenerate and push it from the repository root:
./update-upm-branch.ps1
(equivalent to git commit-tree of master:Unity_AnimationRiggingCustom/Packages/com.unity.animation.rigging followed by git branch -f upm and a force push). Because each snapshot is an orphan commit, pin installs to #upm or a snapshot hash that is still current.
The Animation Rigging package exposes a set of predefined constraints and tools to manually build a control rig hierarchy. At runtime, rig constraints are converted to a list of IAnimationJobs which are appended to the Animator playable evaluation.
Detailed information on how best to use this package can be found here.