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Question by brink_sux · Jul 13, 2016 at 09:28 AM · animationanimatorupdatemode

2 Different animations with 2 different update modes?

is it possible to have 2 animations inside the animator that have different update modes? for example i need my running animation to be normal, but my idle animation to animate physics. any help would be grateful :) thanks!

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avatar image wojtask12 · Jul 16, 2016 at 03:10 PM 1
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perhaps you could just use Animator.update$$anonymous$$ode variable to switch it from runtime when the state changes?

avatar image brink_sux wojtask12 · Jul 17, 2016 at 11:22 AM 0
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Thanks for the reply :) I see what you mean, so I wrote this code to change the update mode when the animation is playing, but i'm getting an error: 'update$$anonymous$$ode' is not a member of 'Unity.Engine.Animation'.

 #pragma strict
 
 public var update$$anonymous$$ode: AnimatorUpdate$$anonymous$$ode;
 var anim : Animation;
 
 function Start () {
 
 }
 
 function Update () 
 {
     if (anim.IsPlaying("Run_Pistol"))
     {
         anim = anim.update$$anonymous$$ode.Normal;
     }
 }
avatar image wojtask12 brink_sux · Jul 17, 2016 at 12:21 PM 1
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You confused Animator with Animation - update$$anonymous$$ode is Animator (not Animation) class property

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avatar image brink_sux wojtask12 · Jul 18, 2016 at 06:36 PM 0
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ah kk, thought java was somewhat easier. Also, I did what you said (took out update$$anonymous$$ode = in both if statements) but Unity says that it had no affect

avatar image wojtask12 brink_sux · Jul 18, 2016 at 09:45 PM 1
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yeah, but did you change it to anim.update$$anonymous$$ode value? Not sure how it looks in javascript, but in C# it'd look like this:

 myAnimator.update$$anonymous$$ode = AnimatorUpdate$$anonymous$$ode.AnimatePhysics;
     myAnimator.update$$anonymous$$ode = AnimatorUpdate$$anonymous$$ode.Normal;

as the Animator.update$$anonymous$$ode variable is just an enum.

Javascript (not Java) is less popular than C# in Unity, I$$anonymous$$O a bit complicated.I also read some opinions that JS is slower than C#

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