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Question by soydrp · Jan 23, 2016 at 12:03 PM · animationinstantiateparameters

Passing parameters to animation

Hi all, new in the fórum, and new to Unity - it's an amazing tool!

but I can't get my head around this problem:

I'm trying to instantiate a prefab which triggers an animation that's supposed to inflate the object from nothing to a size passed through script variable. ie a cube that appears and resizes depending on the parameter passed from the application.

I've attached the animation to the prefab, and kicks off as expected (when object instantiated), but I don't see how I can override the transform.scale in the animation to a dynamic value passed by script.

Thanks for your wisdom! David

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Answer by Verusoft · Jan 25, 2016 at 02:18 PM

Do you really need animation for that? Why don't you change scale of object in C# script. You should use something like this:

 IEnumerator changePlayerScale(Vector3 newScale,float speed) {
     while (Vector3.Distance(player.transform.localScale,newScale) > 0.1f) {
         player.transform.localScale = Vector3.Lerp(player.transform.localScale,newScale,Time.deltaTime * speed);
         yield return null;
     }
     player.transform.localScale = newScale;
 }

to start animation call

 StartCoroutine(changePlayerScale(new Vector3(4,4,4),10));
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avatar image soydrp · Jan 29, 2016 at 01:14 PM 0
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Thanks Verusoft. Your solution works for this particularly simple animation, though my question was more generic - I didnt express myself properl - I want to be able to take an .anim from my designer and be able to call it, passing few runtime variables to "adapt" the animation to the runtime situation

Regards, $$anonymous$$

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