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Animation Does Not Always Play Completely
Hello,
I have a simple animation on my scene - which is invoked by me pressing Fire1. But sometimes the animation that plays does not always play the full animation.
Example: If I keep hitting Fire1, the animation will sometimes not complete the frame play (if that makes sense??).
Watch my YouTube Video for a better understanding:
http://www.youtube.com/watch?v=fDtcXL7Y9Tg
Cheers!
The bug still exists in Unity 5. When I watch the legacy animation play in the Animation window, it's fine. When I trigger said animation, it stops a few frames early.
i had a similar issue but it was just that I hadn't unchecked "Can Transition to Self" on the transition settings. There's not enough context to your comment or the question above to know if this is the same issue.
Answer by Paulius-Liekis · Jan 24, 2011 at 08:38 AM
Yes, it's a known bug (last frame of animation is not sampled). It is fixed in Unity 3.2.
The workaround for previous Unity version can be one of the following:
- Set animation model to Clamp
- Control time and weight yourself
- Sample last frame yourself
I think I'm getting this in 3.5, but I am changing the playback speed of my animations - cannot, however, see why this should break it, but I can imagine that it could - I guess I'll check and see if 3.51 is better (nothing in release notes though....)
Answer by Ricks · Oct 23, 2013 at 02:19 PM
Note that when creating animations in blender 3d you shall not insert any keyframe on frame 0, otherwise it skips the last animationframe in Unity!
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