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Question by wolfbrethren · Nov 20, 2019 at 11:04 PM · scripting beginner

Reset animation to beginning

I have an animation set up with an animation controller. It goes from the default state to the animation with one transition (bool) set to true. The animation is not on a loop. Script below:

[SerializeField] private Animator myAnimationController;

 void Update()
 {

     if (Input.GetKeyDown(KeyCode.J))
     {
         myAnimationController.SetBool("PlayBook", true);
     }
 }

}

This works fine, but I want the animation to reset to the beginning frame when I press J again. So the first time I press the key I want it to play, and the second time to reset, and continue that way indefinitely. How to I make this happen?

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Answer by Pangamini · Nov 21, 2019 at 12:36 AM

Use SetTrigger instead of SetBool (it's similar, but resets to false immediately when the 'true' value is consumed by a transition. Then, have a state transit to itself if the trigger is hit

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avatar image wolfbrethren · Nov 21, 2019 at 11:39 AM 0
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This does reset it, but I don't want the animation to reset until I press the $$anonymous$$ey. So press the key to play it, then press again to reset it. For instance, I have something that floats into few of the camera when I press the key, and I want it to float back when I press it again. It works with the SetBool if I use one key to to toggle it to true, and a different one to toggle it to false, but I only want to use the one key.

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Answer by aadil50 · Nov 21, 2019 at 04:52 AM

Use IEnumerator Function for this purpose, i.e. wait for animation to finish and then do whatever you want


IEnumerator WaitforAnimationToFinish()
{
    yield return new WaitForSeconds(myAnimationController.GetCurrentAnimatorStateInfo (0).length);
    // Start Animation Again if you want...
}

Hope it may solve your problem..

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Answer by ionside · Nov 22, 2019 at 04:01 AM

If you don't need to use a parameter (bool, etc.) you could use normalizedTime to play the animation from 0 every time it is played.

  void Update()
  {
      if (Input.GetKeyDown(KeyCode.J))
      {
          myAnimationController.Play("animState", -1, normalizedTime = 0.0f);
      }
  }

https://docs.unity3d.com/ScriptReference/Animator.Play.html and https://docs.unity3d.com/ScriptReference/AnimationState-normalizedTime.html could give you more info.

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