Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RetepTrun · Jan 08, 2015 at 09:08 PM · animationcoroutinemecanimsmoothsetfloat

beguin (but not wait for) the smoothing of a float in coroutine

I want to start blending to the next animation but not wait for it to complete.

 public override IEnumerator Run2(){
 
         yield return 0;
         anim.SetFloat(varName , value , .01f , Time.deltaTime);
             
     }

There is another coroutine calling this one. The problem is that Animator.Setfloat with the dampening time parameter (.01f) only works properly in update. In the above it just goes partway from whereever it is to "value".

background: I am trying to make a behavior tree system. I decided to use coroutines because they make it easier to wait for one task to complete before moving to the next. I put a script on an empty and drag that empty onto the fields of another empty with a script.This is for the "Animation" type node.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by iwaldrop · Jan 08, 2015 at 11:47 PM

First off, if you want the other coroutine to wait for this one, use the yield return keywords before the StartCoroutine method call.

 yield return StartCoroutine(SomeCoroutine());

Secondly, you need to loop over the call to set float to accomplish what you describe. Pseudo code:

 while(animator float value != target value)
 {
     SetFloat(...);
     yield return null;
 }

That will produce a result as if you were doing it in an update loop.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image iwaldrop · Jan 08, 2015 at 11:48 PM 0
Share

Never $$anonymous$$d about that first part. After reading I notice that you do not want to wait. ;)

avatar image RetepTrun · Jan 09, 2015 at 02:21 AM 0
Share

Thankyou for reading and trying.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

26 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Mecanim animation, playing once 1 Answer

Unity4.3 legacy animations... 3 Answers

Set Animator Parameter based on move direction? 0 Answers

Set Unity3D AnimationClip Property Without Resetting the Animator 0 Answers

I can't setting at once ModelImporter.sourceAvatar in script. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges