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Question by MrMarans · Oct 15, 2018 at 08:26 PM · animationcameramenuslider

Control animator animation with UI Slider

Hey guys, so I know there are quite some topics like mine, but none worked for me:

I have the camera animated and I want to be able to use the slider to change where I was in the animation. The idea is that I can go through my animation like a video on youtube. I managed to control the animation with my slider, but the animation only runs as long as I move the slider. Means: Its not starting like a video, but just stands still until I move my slider with the hand.
Anyway, here is my code:



using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class AnimControllSlider : MonoBehaviour {

 private Animator anim;
 public Slider slider;   //Assign the UI slider of your scene in this slot 

 // Use this for initialization
 void Start()
 {
     anim = GetComponent<Animator>();
     anim.speed = 0;
 }

 // Update is called once per frame
 void Update()
 {
     anim.Play("TestAnim", -1, slider.normalizedValue);
 }

}

Changing the anim.speed to for example 1 or so doesnt do the trick.

Thanks in advance!

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Answer by MrMarans · Oct 26, 2018 at 01:43 PM

Got it!

 private Animator anim;
 public Slider slider;   //Assign the UI slider of your scene in this slot 
 
 Animator m_Animator;
 string m_ClipName;
 AnimatorClipInfo[] m_CurrentClipInfo;

 float m_CurrentClipLength;

 float timer;



 // Use this for initialization
 void Start()
 {
     anim = GetComponent<Animator>();    

     //Get them_Animator, which you attach to the GameObject you intend to animate.
     m_Animator = gameObject.GetComponent<Animator>();
     //Fetch the current Animation clip information for the base layer
     m_CurrentClipInfo = this.m_Animator.GetCurrentAnimatorClipInfo(0);
     //Access the current length of the clip
     m_CurrentClipLength = m_CurrentClipInfo[0].clip.length;
     //Access the Animation clip name
     m_ClipName = m_CurrentClipInfo[0].clip.name;
     print(m_CurrentClipLength);

     timer = (1 / m_CurrentClipLength)/60;
 }

Sliders are moving between 0 and 1, thats why I used 1. Then we need the length of the clip and then be devided by 60[because of 1 update per second for Update() ] and thats it. I now have something like a youtube-timeline

 // Update is called once per frame
 void Update()
 {
     anim.Play("NameOfAnimation", 0, slider.normalizedValue);
     slider.normalizedValue += timer;
 }

And this calculated it for every frame.

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