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Question by MoProductions · Aug 05, 2011 at 07:37 PM · animationrewind

Getting Unity Animation to Stop On Frame Zero

Hello. I need to get a spinning ball (using a Unity Animation) with a logo to stop spinning and stay at frame 0. According to the docs:

"Stopping an animation also Rewinds it to the Start." I tried anim.Stop(); and it DID stop, however it did not rewind to start. I've also tried these:

 anim.Rewind();
 anim.Stop();

 anim.Stop();
 anim.Rewind();

But neither one works. The ball does stop spinning but it stays on whatever frame it was last on. Is there another way to do this? Thanks! -Mo

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Answer by getluky · Aug 05, 2011 at 10:03 PM

Stop rewinds the playhead to the beginning, but it probably does not sample frame zero. Try out the sample code for Animation.Sample:

http://unity3d.com/support/documentation/ScriptReference/Animation.Sample.html

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avatar image dpk · Dec 05, 2012 at 05:17 PM 0
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What is Animation.Sample supposed to do? The documentation does not explain and it does not seem to be useful for rewinding to frame 0.

avatar image dpk · Dec 05, 2012 at 05:27 PM 0
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I think I see what it is supposed to do. Sample is used to set the object's parameters to those from a specific animation frame (or rather, time). At first I thought it was some sort of push/pop stack.

avatar image Loius · Dec 05, 2012 at 05:31 PM 0
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'Sample' animates the object to its current time and does nothing else (it puts the pieces where they should be for that time).

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Answer by MoProductions · Aug 07, 2011 at 07:17 AM

That did it...thank you! -Mo

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