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Sampling

Purpose

Owns animation pose sampling workflows used during preview and export operations.

This territory is responsible for safely applying animation poses to preview instances while coordinating root motion handling, transform restoration, and renderer refresh behaviour during editor-time sampling.

Owns

  • Animation pose sampling
  • Settled pose application
  • Root motion correction workflows
  • Transform restoration during sampling
  • Skinned mesh refresh coordination
  • Animation sample-time normalization

Does NOT Own

  • Animation export orchestration
  • Playback lifecycle ownership
  • Rendering implementation
  • Preview scene lifecycle ownership
  • Panel UI
  • File export workflows

Allowed Dependencies

Sampling may depend on:

  • Unity animation APIs
  • Preview-facing transforms
  • Lightweight animation helpers/utilities

Sampling should avoid depending on:

  • export orchestration systems
  • rendering implementation systems
  • panel/UI workflows

Notes

This folder exists to isolate low-level animation sampling behaviour from playback and export orchestration systems.

Animation.Sampling owns: - how poses are applied - how root motion is stabilized - how sampled transforms are corrected - how renderer refreshes are coordinated

Animation.Export owns: - workflow orchestration - frame planning - batch processing

Animation.Playback owns: - editor playback timing/state

Sampling systems are intentionally implementation-focused because animation pose application is highly sensitive to: - root motion drift - transform mutation - renderer refresh timing - skinned mesh update issues

The goal is predictable, repeatable pose sampling during export and preview workflows.

Future Candidates

  • Continue isolating sampling implementation from export orchestration.
  • Avoid allowing playback lifecycle logic into Sampling.
  • Maintain explicit ownership of transform restoration behaviour.
  • Keep renderer refresh logic localized and implementation-focused.