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Question by RampantStudios · Apr 01, 2011 at 03:49 PM · animationbugspeedplayback

animation.CrossFadeQueued, Playback speed glitch.

Hey there!

I've been doing a bit of experimentation and have found that the CrossFadeQueued method doesnt take the animationstate speed into account, however the Play command does.

To replicate this do the following;

void Awake() { objanimation["walk"].speed = 2f /*.. removed from awake */ }

public void Update() { if(!objanimation.isPlaying("walk")) { objanimation.Play("walk"); } }

The above will work fine and play the animation back at twice speed, however replace this with the following

void Awake() { objanimation["walk"].speed = 2f /*.. removed from awake */ }

public void Update() { if(!objanimation.isPlaying("walk")) { objanimation.CrossFadeQueued("walk",0.2f,QueueMode.PlayNow); } }

And it won't work at all, it will just play back at the normal speed? Any ideas?

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Answer by Paulius-Liekis · Apr 02, 2011 at 07:44 PM

You misinterpret things. CrossFadeQueued is not supposed to clone properties from "original" state, it only finds clip with same name (at least as far as I remember). You can always do this:

AnimationState newWalk = objanimation.CrossFadeQueued("walk",0.2f,QueueMode.PlayNow);
newWalk.speed = 2;
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avatar image RampantStudios · Apr 03, 2011 at 11:16 AM 0
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This still feels a little strange, you would have to reset all of the speed values each time you call that animation?

avatar image Paulius-Liekis · Apr 04, 2011 at 09:45 AM 0
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Actually you're right. Animation state is supposed to clone everything, but it doesn't. It seems to clone only clip, layer and name. I'll raise a bug on this. At the moment you will have to set the properties yourself after cloning.

avatar image cowasockytommy · Nov 07, 2012 at 07:10 AM 0
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how would you do this in java

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