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Proper handling of animation events when setting normalised time
I’m looking to drive various animations by setting the ‘Normalized Time’ parameter using a tween, like so:
animator.SetFloat(“parameterName”, tweenTick);
The animations have sound events which fire as expected as the animation progresses, but at the start of a new state I get bogus events fired, which I’m assuming is the transition making the animator think the playhead has been scrubbed back across the animation.
I found setting the animator speed to 0 globally solves the problem, but I there are some animations that need to proceed normally, and toggling the animator speeds between states returns the problem.
Does anyone have any experience with this interplay of driving animations with normalised time and proper firing of animation events?
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