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This question was closed Nov 13, 2014 at 08:31 AM by Romano for the following reason:

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2
Question by Romano · Jun 06, 2014 at 08:01 AM · parametersparameter

Animation Events, how is the parameter "AnimationEvent" used?

Hey there, I can't find an explanation for this part of the documentation:

The parameter can be a float, an int, a string, an object reference, or an AnimationEvent.

Anyone know exactly how you go about passing an animation event into a function and how that could be used practically in code?

Can't find anything other than this:

http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html

which doesn't exactly get emotional over the details.

Thanks very much!

Romano

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Answer by julang · Nov 13, 2014 at 06:59 AM

I just discovered this. You can simply have a single AnimationEvent parameter in your event handler function.

 public void MyAnimationEventHandler (AnimationEvent animationEvent)
 {
     string stringParm = animationEvent.stringParameter;
     float floatParam = animationEvent.floatParameter;
     int intParam = animationEvent.intParameter;
     
     // Etc.
 }

In the Unity Editor, just fill in the fields:

alt text


screen shot 2014-11-12 at 9.46.59 pm.png (20.7 kB)
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avatar image Fr33zerPop · May 31, 2018 at 07:06 PM 0
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Has this changed in 2018.1? The documentation still says we can pass a pram, but when I select the event, I only get a pulldown to select the available functions from my Class. Functions that accept any params will not show up at all (Or, if I add a param to a function I'm already calling, it leaves it in the pulldown as e.g: ExampleFunction() )

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