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Question by Phasedone · Jul 13, 2014 at 12:55 AM · animationmultiplereverse

Using PlayQueued for multiple reverse animations help please!

I've been scouring the forums and answers for hours and can't seem to find out what is going on. I've got a number of animations I want to play forward (WORKS!) with PlayQueued and then reverse those animations and play them in the reverse order (DOESN'T WORK).

I've tried multiple implementations and I find it hard to believe Unity has a bug with this, so I must be doing something wrong.

Multiple animations forward (WORKS!):

 for (int i = lastStep + 1; i <= activeStep; i++)
 {
     AnimationState forward = anim.PlayQueued("Step" + i);
     forward.speed = 1.0f;
 }

So, the rewind should work with similar code, but all that happens is the first clip plays in reverse perfectly, but then the next 3 clips (amount used for test case) instantly snap into place at the first frame.

Multiple animations rewind (DOESN'T WORK):

 for (int r = lastStep; r >= activeStep; r--)
 {
     AnimationState rewind = anim.PlayQueued("Step" + r);
     rewind.speed = -1f;
     rewind.time = rewind.length - 0.01f;
 }

Any ideas why this last bit doesn't work?

Notes:

  • I've tried declaring the AnimationState inside the loop, outside, as a global, nothing.

  • I've tried separating the whole thing so it didn't use a for loop and queued all the animations in reverse manually, nothing.

  • I've tried setting both time and speed before and after queueing, nothing.

  • I've searched many articles and questions about reversing the animations, nothing.

  • I'd rather not use AnimationEvents or separate clips if possible (there might be a lot of clips and doubling them would be inefficient).

My poor head can't take many more hits to the desk, anyone have any ideas?

Thanks!

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