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Question by Der_Floh_ · Jul 20, 2021 at 11:31 AM · animationanimatorunity 2druntime

How to create and run an animation at runtime?

I'm making a game currently and want to create and run an animation at runtime. The Array sprites contains the different images for the animation. This is what I got so far:

 void Start() 
 {
       Sprite[] sprites = upgrades.GetComponent<uprgades>().sprites;
       AnimationClip animClip = new AnimationClip();
       animClip.frameRate = 60;
         
       EditorCurveBinding spriteBinding = new EditorCurveBinding();
       spriteBinding.type = typeof(SpriteRenderer);
       spriteBinding.path = "";
       spriteBinding.propertyName = "m_Sprite"; 
         
       ObjectReferenceKeyframe[] spriteKeyFrames = new ObjectReferenceKeyframe[sprites.Length];
       for(int j = 0; j < (sprites.Length); j++)
       {
           spriteKeyFrames[j] = new ObjectReferenceKeyframe();
           spriteKeyFrames[j].time = j;
           spriteKeyFrames[j].value = sprites[j];
       }
         
       AnimationUtility.SetObjectReferenceCurve(animClip, spriteBinding, spriteKeyFrames);
       AnimationClipSettings animClipSett = new AnimationClipSettings();
       animClipSett.loopTime = true;
 
       animClip.legacy = true;
          
       AnimationUtility.SetAnimationClipSettings(animClip, animClipSett);

I don't understand everything completely cause I found this in the internet. But now I need to start the animation right ? So I did this:

      Animation anim = someGameObject.GetComponent<Animation>();
      anim.clip = animClip;
      anim.Play();
 }

But this doesnt work. I think it has something to do that I don't have any Animator / or Controller but I don't know if I have to add them how and where I should do this

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