Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Alexandros1313 · Feb 27, 2013 at 01:20 PM · animatormecanimragdoll

how to stop animator?

Hi to all.

I've a character animated using mecanim animator. When the character have to fall I use a ragdoll, and I need to deactivate immediatly the animator. To do so, I'm enabling/disabling the animator component, but this procedure is too slow. Is it possible to stop the animator like the single animations (using something similar to animation.Stop()) ??

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

4 Replies

· Add your reply
  • Sort: 
avatar image
8

Answer by Rober_Burn · Jun 17, 2014 at 11:01 AM

i use this: http://docs.unity3d.com/ScriptReference/Animator-speed.html

0 is stoped, 1 normal, 2 fast, 3 more fast, 4 ultra fast, 100000000 extra^(10e9999) fast

i hope that you understand the api of unity, good look

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
5

Answer by Luis Araujo · Jun 23, 2014 at 05:53 AM

Simple!

private Animator a;

a.enable = false; ,Simple!

private Animator a;

a.enable = false;

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PAHeartBeat · Jun 30, 2014 at 10:35 AM 0
Share

it's not work when ever you re-enable animation, it's first complete last un complete anumation.... any other option to start animation from idel mode..?

avatar image
0

Answer by iThink · Feb 27, 2013 at 01:39 PM

Have You tried .active = false; and it will respond fast and the animator will stop

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Alexandros1313 · Feb 27, 2013 at 05:08 PM 0
Share

I suppose active has the same response time than enabled... isn't it?

avatar image
0

Answer by guykogus · Nov 22, 2013 at 11:56 AM

 Destroy(GetComponent<Animator>());

Or maybe even use DestroyImmediate if that's too slow.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · Nov 22, 2013 at 11:59 AM 0
Share

Never use DestroyImmediate at runtime. It's ment to be used in editor scripts. You won't see any difference anyway. Destroy is just delayed until the end of the current frame. So at the next screen update it doesn't exist anymore.

avatar image guykogus · Nov 22, 2013 at 12:00 PM 0
Share

I was just playing with it and discovered that myself. Thanks :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Using Ragdoll on character with mecanim animator 2 Answers

Mecanim and Ragdoll Issues? 2 Answers

Switching Animator on/off 0 Answers

Blending Animator Animations with Ragdoll 2 Answers

Animator overriding collisions? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges