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 Melodatron · Jan 18, 2017 at 08:40 AM · animationanimatormecanimstate machine

Animator.Play not working when in Sub-State Machine

I'm facing a bit of a dilemna. The following code is being used in my animator wrapper to set a specific frame.

 animator.speed = 1f;

 // Set & Push Animator Params
 animator.SetFloat("exampleParameter", 0.5f);
 animator.Update(0f);

 // Set Animation Frame
 AnimatorStateInfo asi = animator.GetCurrentAnimatorStateInfo(0);
 animator.Play(asi.fullPathHash, 0, animPlaybackTime);
 animator.Update(0f);

 animator.speed = 0f;

The problem I'm having is that in an animator where the current state is within a sub-state machine, the playback frame isn't being correctly set, whereas in another object where the current state is not in a sub-state machine, it's working just fine.

I've checked the values in the debugger, and animPlaybackTime is being correctly set, yet asi.normalizedTime never moves from 0f...

Update: Animator.SetTime() doesn't appear to work properly either!

Comment
Add comment · Show 1
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 Melodatron · Jan 18, 2017 at 06:00 AM 0
Share

Additionally, I found that if the Sub-State $$anonymous$$achine, and the State within it have the same name (in this case "Walk"), asi.fullPathHash ignores the Sub-State $$anonymous$$achine and assigns it a hash equal to "BaseLayer.Walk", rather than "BaseLayer.Walk.Walk".

(If the names don't match, it assigns a hash including the Sub-State $$anonymous$$achine. Eg. "BaseLayer.WalkState$$anonymous$$achine.Walk")

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Melodatron · Jan 24, 2017 at 04:32 PM

So it turns out that the problem involved the way I was using transitioning from Any State into the state machines, but now I have another even bigger problem...

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How do I make the transition between two states in the "Animator" happen instantly? 3 Answers

Can the mecanim animators Controller var be set in code? 1 Answer

Accessing AnimationState in Animator 0 Answers

How to stop mesh disappearing during Animator state transition blend time? 1 Answer

Animation events firing all at once in mirrored blend tree 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