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Smart Animator Accessor Pro preview
Unity

Smart Animator Accessor Pro

By Alysn

$19.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $19.98. The latest store price is $19.99.

Recorded prices for Smart Animator Accessor Pro 2 price observations from Oct 2, 2026 to Nov 6, 2026. Lowest recorded price $19.98. Exact dates and prices are listed below. $0.00 $10.00 $19.99 Oct 2, 2026: $19.98. Unity First Price 2026-10-02 2026-10-02 Nov 6, 2026: $19.99. Latest store price Oct 2, 2026 Nov 6, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$19.99Latest store price
$19.98Unity First Price 2026-10-02 2026-10-02

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Smart Animator Accessor Pro

  • Tools, Systems & Learning > Development Tools & Automation
Smart Animator Accessor Pro generates type-safe C# wrappers for your Animator Controllers and keeps them in sync automatically. Instead of animator.SetBool("IsRunning", true), you write anim.IsRunning = true. Typos become compile errors, every lookup uses a pre-computed StringToHash value, and the wrapper is a readonly struct with zero heap allocation.

Pro is a standalone package. It does not require the free edition.

Why Pro
The free edition generates a typed wrapper. Pro keeps it always in sync, works with your real production setup, and adds the runtime helpers you would otherwise hand-write:
- Forgot to regenerate? Pro re-emits the wrapper every time you save the controller and skips the write when nothing changed, so your version control stays clean.
- Using AnimatorOverrideController per character? Pro resolves the base controller automatically and generates a working wrapper.
- Driving a BlendTree with multiple parameters? Pro walks every BlendTree (1D / 2D / Direct, recursively) and documents its input parameters inline.
- Need to know if you are in a state right now? Pro adds IsInState_*, NormalizedTime_* and LoopCount_* helpers.
- Working with layers like UpperBody? Pro emits Layer_* constants and *Weight properties with the layer index baked in.
- Worried about overwriting your tweaks? Pro can preview the diff before writing, and never silently overwrites a hand-written file.
- Your team has a code style? Supply a custom template and Pro emits to match it.

Code Generation
- Float / Int / Bool parameters become get/set properties.
- Trigger parameters become SetX() / ResetX() methods, plus an IsTriggerSet_X() check.
- States become Play_State() helpers, with the layer index baked in.
- State runtime helpers: IsInState_*, NormalizedTime_*, LoopCount_*.
- Layer helpers: Layer_* constants and *Weight properties.
- BlendTree discovery with input parameters documented inline.
- AnimatorOverrideController support, base controller resolved automatically.
- Safe identifiers: non-ASCII names, C# keywords, spaces and hyphens are all handled. Reserved words such as class or int compile correctly.
- Custom templates: drop a .template.txt next to the controller to control the emitted format.

Editor Workflow
- Auto Regenerate: saving a .controller re-emits the matching *Animator.g.cs. Toggle per project.
- Validator Window: scans the project for controllers whose generated file is out of sync, lists sanitized identifiers and duplicate state names, and regenerates with one click.
- Diff Preview: review the exact changes before they are written. Apply or cancel.
- Inspector Companion: read and write the live Animator through the wrapper while in play mode.

Runtime
A TypedStateMachineBehaviour base class lets you write OnEnter / OnExit / OnUpdate handlers that receive your generated wrapper instead of a raw Animator.

How It Works
1. Right-click any .controller or .overrideController in the Project view.
2. Select Smart Animator Pro > Generate Accessor Script.
3. A {Name}Animator.g.cs file is generated in the same folder, and kept in sync from then on.

Usage
var anim = new PlayerAnimator(animator);
anim.Speed = 5f;
anim.IsGrounded = true;
anim.SetJump();

if (anim.IsInState_Idle())
anim.UpperBodyWeight = 1f;

Requirements
Unity 2021.3 LTS or higher. Editor-only, no third-party dependencies. The generated code is plain C# with no runtime cost (aside from the optional TypedStateMachineBehaviour base class).

Unity price last checked .

Prices and availability may change.