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Question by munger · Aug 14, 2013 at 12:30 AM · animatortimerecordingtimestep

Complex Mecanim recording in a single game update?

tl;dr: I wish Animator.UpdateSM() was public. Is there a work-around?

Basically, I'm attempting to generate a Mecanim recording within a single update to the game loop. Using Mecanim's tutorial scene as an example, I'd like to record him wave once, jump a couple times, and then run around a corner.

If things were simpler, I figure I could set my transition parameters once at the beginning, calculate what Animator.speed should be, set it, and then grab the results on the next frame. The problem is that I need to handle complex transitions like in the example above, and that means I have to access intermediate results for setting up more transition conditions.

Does anyone have an answer, or even a clever idea, on achieving this? Performance isn't all that important.

/ben

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avatar image munger · Sep 23, 2013 at 07:59 PM 0
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Nothing?

I expect the answer is "you can't", but I'd like to be sure.

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Answer by munger · Apr 23, 2014 at 06:56 PM

Since I asked this last September and it's also been viewed a couple hundred times, I'd figure I'd just close it with answered. The answer is:

In unity v4.x, you can't. I don't know about v5.x.

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