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Question by KravenArk · Sep 22, 2014 at 09:19 PM · int

Assigning a variable to animation

I like being able to assign what scripts,models,etc to use for a model in the inspector. to do this I would use something similar to this: var x : GameObject;

or

var x : int;

I was wondering how would I assign an animation to it. So something like this: var x : Animation

this is all in JS

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Answer by 767_2 · Sep 22, 2014 at 09:41 PM

you can make animation component and animation clip both

 var animComponent : Animation;
 var animClip : AnimationClip; 
 
  animComponent.CrossFade(animClip.name);
 
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avatar image KravenArk · Sep 22, 2014 at 10:51 PM 0
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unknown identifiers error comes up

avatar image 767_2 · Sep 22, 2014 at 11:16 PM 0
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you got the animation component and the script on the same gameobject,right

avatar image 767_2 · Sep 22, 2014 at 11:18 PM 0
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and you should add the clip to your animation component to

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Answer by pgomes · Sep 22, 2014 at 11:57 PM

An alternative solution is to create an AnimationController with the animations you might use and possible transitions. In code, instead of referencing AnimationClips, you can activate triggers:

http://docs.unity3d.com/ScriptReference/Animator.SetTrigger.html

I find this approach easier to debug since you have access to the Animator view and can visualize transitions and the currently active animation.

http://docs.unity3d.com/Manual/Animator.html

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