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how do I access a clip playing inside a blend tree from code?
hi everyone! I have a 2D blend tree inside unity with 9 nested 1D blend trees that use 1 parameter to blend between 3 animation clips, the problem is that the animation clips seem to always start at the last frame and I have no way of acessing that clip from code to make it play or to know if it's already played.
here's a snapshot of the tree
I tried using GetCurrentAnimatorStateInfo but that just returns the values of the first blend tree
I apologise in advance for my bad engilsh =P
Hi $$anonymous$$ordrag, did you ever find a solution to this? I am having similar problems.
Hello, did you find a solution? I know that I can use .CreateBlendTreeInController() method, but I really need to get the blend tree, not creating a new one :S
Answer by Rovaldi · Dec 09, 2020 at 05:46 PM
Hi @Mordrag , you can actually access to all current clips playing in your blend tree using GetCurrentAnimatorStateInfo(), after that you need to know which clip has more weight. Try doing something like this:
public class BlendTreeClipFinder : MonoBehaviour
{
public Animator animator;
public int layer = 0;
public string blendTree = "attack";
private void Update()
{
if(animator.GetCurrentAnimatorStateInfo(layer).IsName(blendTree ))
{
List<AnimatorClipInfo> _clips = new List<AnimatorClipInfo>(animator.GetCurrentAnimatorClipInfo(layer));
_clips.Sort(SortByWeight);
Debug.Log(_clips[0].clip.name);
}
}
private int SortByWeight(AnimatorClipInfo _x, AnimatorClipInfo _y)
{
return _x.weight > _y.weight ? -1 : 1;
}
}
I've testet it and it works fine. I hope it works for you. You are free to use any other sorting method.
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