unit – The type of animation has changed from generic to inherited; animation clips now unrecoverable


I've imported a .fbx file with the 19 animation clips:

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At the origin, the type of animation is Generic, with the following properties:

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I change the type of animation in Heritagebecause I want to be able to sample animation clips at specific lengths during execution, for example. by writing a code like this:

this.animationClip.SampleAnimation (this.animatedGameObject, this.someValue * this.animationClip.length)

I have experienced all types of animation and Heritage is the only one that allows me to manipulate animations with code. For this reason, I changed the type of animation of my .fbx file to the following:

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Ideally, after changing the type of animation in Heritage, I should see the following:

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However, Unity says that there are no animation clips:
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Fortunately, I use source control so I am able to determine exactly which validation caused the unwanted behavior.

It turns out that when the animated gaming object is DO NOT a prefab instance, all movie clips are displayed correctly, even Heritage fashion. In the validation that caused the unwanted behavior, a prefab of the animated game object was created, and then several instances of the prefab were added to the scene. Change the type of animation of the .fbx The file has now prevented the Inspector from displaying animation clips when I click on an instance of the prefab, even if all clips are always referenced inside the .fbx.meta file.

How can I solve or solve this problem? I absolutely have to be able to sample the animation clips as I hear during the run time and, as far as I know, the Heritage The type of animation is the only one that allows me to do it. Unfortunately, change the type of animation on the .fbx file causes the movie clips to be unrecoverable, apparently because the game objects that refer to the .fbx file are prefabricated instances.