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Question by oliver-jones · Jan 23, 2011 at 11:29 PM · animationplayframecompletefull

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!

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avatar image joshuabogart · Apr 09, 2015 at 07:56 PM 0
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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.

avatar image mikest · Apr 09, 2015 at 09:00 PM 0
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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.

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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
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avatar image oliver-jones · Jan 24, 2011 at 04:11 PM 0
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Does it do it when you Build your game too?

avatar image Paulius-Liekis · Jan 25, 2011 at 12:08 PM 0
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Yes, the bug is present in standalone/webbuilds.

avatar image Bovine · Apr 27, 2012 at 11:07 AM 0
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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....)

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Answer by topaz7 · Dec 22, 2012 at 11:13 PM

The bug is back on Unity 4.

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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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avatar image fresheyeball · Apr 13, 2014 at 12:54 AM 0
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Why? how do you work around that?

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