iMove
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    • 🚩iMove Set Up (Start Here)
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    • Adding Custom Actions
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On this page
  • Step 1 (Prepare Animation)
  • Step 2 (Add Animation to iMove)
  • Step 3 (Bind Input To iMove Action)
  1. Getting Started

Adding Custom Actions

PreviousChanging Characters at RuntimeNextSupported Animation Packs

Last updated 3 days ago

Your only a few steps away from adding custom animation actions to your iMove player!

Did you know? There are tons of free animations and characters at

Step 1 (Prepare Animation)

Select your animation in the project hierarchy and ensure your Rig is set to Humanoid. Don't forget to click Apply!

Change your animation settings to look similar to these settings. This is important because we are using root motion from the animation to drive the movement of the character. If the character isn't quite moving as expected, you may need to tweak these settings.

Don't forget to click Apply near the bottom right.

Step 2 (Add Animation to iMove)

On your player > iMove > Animations > Click the (+) button.

Fill out the animation options. The Name is what you will use when calling iMove.PlayAnimation("flip")

When adding animation actions that require a start, idle, and end animation, you can fill out the other clip inputs. Remember to change the Final Transition Start Time if there is an End Animation Clip.

Step 3 (Bind Input To iMove Action)

On your player > GVS Player Input > Add custom input binding.

Assign an input action from your (Unity Input Action Reference) to the iMove.PlayAnimation().

You can also call this method manually via code instead of from GVS Player Input: iMove.PlayAnimation("flip")

While still inspecting the animation, open the Animation tab.

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