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Question by CubePhysics · Mar 12, 2014 at 05:54 PM · animationrpg

How to check when an animation has FINISHED

can someone help. I have an animation called "StandToRun" and i want the "Run" Animation to play right after the "StandToRun" animation so the transition from standing to run looks smooth. Here is my script

 using UnityEngine;
 using System.Collections;
 
 public class Animation : MonoBehaviour {
 
     // Use this for initialization
     void Start () 
     {
         animation.Play("Standing");
         animation["StandToRun"].speed = 0.8f;
         animation["RunToStand"].speed = 0.8f;
 
 
 
 
     }
     
     // Update is called once per frame
     void Update () 
     {
         if(Input.GetKeyDown(KeyCode.W))
         {
             animation.Play("StandToRun");
         }
         if(Input.GetKeyUp(KeyCode.W))
         {
             animation.Play("Standing");
         }
     }
 }
 
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avatar image nicolasjr · Mar 12, 2014 at 05:58 PM 0
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take a look on these methods:

 animation.CrossFadeQueued
 animation.PlayQueued

not sure if it'll solve it, but should do.

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Answer by zharik86 · Mar 12, 2014 at 07:15 PM

In your case you should use CrossFade function:

  void Start() {
   animation["StandToRun"].speed = 0.8f;
   animation["RunToStand"].speed = 0.8f;
   animation.CrossFade("Standing");
  }
  
  void Update() {
   if(Input.GetKeyDown(KeyCode.W)) {
    animation.CrossFade("StandToRun");
   }
   if(Input.GetKeyUp(KeyCode.W)) {
    animation.CrossFade("Standing");
   }
  }

And your animation should be as "Loop", when import. P.S. Check animation playing:

  bool animplay = animation.IsPlaying("Standing");

Value true - is playing, value false - not playing.

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