Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 JamesBrodski · Jun 13, 2016 at 04:48 PM · c#animationanimatorprogramminggunfire

How to resume animation where it left off?

I am making a first person shooter game in unity. I have a bar on the top of the screen that is equal to the number of bullets in the gun. Problem is, When I shoot a bullet, I want the bar to decrease = to the number of bullets shot. I have a decreasing animation that works perfectly. I need to do something like this.

When I shoot the gun, play animation. If Im not shooting, stop animation. If im shooting play animation where it left off.

// Checks every frame

void Update () {

 // Display how much ammo is remaining
 text.text = "" + Ammo;

 // If the user has pressed spacebar and there are bullets inside the gun,
 if(Input.GetKey("space") && Ammo >= 1)
   {

   // Subtract the ammo
         Ammo = Ammo - 1;

   // Play reload stop
   anim.Play("ReloadStop");

   }

 // If user is not shooting the gun,
 else
 {

   // Stop the animation
   anim.Stop("ReloadStop");

 }

Also, why is my Update function not inside the ?

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

3 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by computas · Jan 30, 2018 at 01:22 AM

Enable and disable the animator

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
1

Answer by Dibbie · Jun 13, 2016 at 07:35 PM

I havnt tried this method myself, though you could try tracking the time of the animation before stopping it and storing it in a private float variable, then use "anim.time = TheLastTime;", then use "anim.Play();".

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
1

Answer by hamza37 · Apr 04, 2020 at 07:01 PM

i know its late in case if someone is still looking here is the way you can do it......

 public Animator Anim;
  
 void Start()
 {
     Anim.speed = 1;
   
     
 }

   
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         Anim.speed = 0;//pause the animation
        
     }
     if (Input.GetKeyDown(KeyCode.A))
     {
         Anim.speed = 1;//resume the animation
       
     }
 }
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

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Floating boss Hands, can't move bones of hands for attacks 0 Answers

Efficient way to instantiate a sprite that plays an animation then destroys itself? (3d space) 1 Answer

UI Text Alpha not fading out in animation 0 Answers

Issue with mecanim playing an animation using setbool 1 Answer


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