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feat(unity): name clip bindings in the hierarchy that plays the clip - #69
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nnnotes.unity.bindings.resolve gives, for the bindings of an AnimationClip document, the path and the attribute each names in a prefab.json hierarchy played by the Animator on a given GameObject: paths relative to that GameObject by their crc32, attributes among the field paths of the bound component (a MonoBehaviour's by its script), the properties of a renderer's materials for a material binding, and the engine property names. A binding that no name, or several, fit stays unresolved; several fitting paths are listed. The binding name tables, field path listing and the material attribute bit layout live in this module, and the typetree exporter uses them from there. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Summary
nnnotes.unity.bindings.resolve(bindings, prefab, root, material)names each binding of a clip document in a prefab.json hierarchy played by the Animator on the GameObject atroot:flat_namesand the material attribute bit layout move into this module; the typetree exporter imports them from it.Tests
Synthetic hierarchy: paths below the Animator, MonoBehaviour fields by script, Transform attributes, material bindings with and without known materials, renderer fields, ambiguous paths, the bit layout.
Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com