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Question by timcommandeur · Jul 22, 2013 at 11:07 AM · c#animationmeshrenderer

Playing an AnimationClip

Hey all,

I'm having trouble playing an animation in code. The animation I want to play isn't playing.

This is what the Start looks like:

 void Start()
 {
     gameObject.AddComponent("MeshFilter");
     gameObject.AddComponent("MeshRenderer");
     
     gameObject.AddComponent("Animation");
     animation = (Animation)gameObject.GetComponent("Animation");
     GameObject animationObject = Resources.Load("Models/character_wizard", typeof(GameObject)) as GameObject;
     AnimationClip clip = animationObject.animation.GetClip("Run");
     animation.AddClip(clip, "Run");
     animation.animation.Play("Run");
     
     mf = (MeshFilter)gameObject.GetComponent(typeof(MeshFilter));
     mr = (MeshRenderer)gameObject.GetComponent(typeof(MeshRenderer));
     
     mf.mesh = (Mesh)Resources.Load("Models/character_wizard", typeof(Mesh));
     mr.material.mainTexture = (Texture2D)Resources.Load("Textures/wizard", typeof(Texture2D));
     gameObject.transform.localScale = new Vector3(100, 100, 100);
 }

If I look in the inspector I can see that the clip has been added but it hasn't been set as a default or anything. I'm also not sure if this approach will work.

When I do animation.Play("Run"); Debug.Log(animation.isPlaying); it outputs True.

Any advice will be much appreciated.

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avatar image KiraSensei · Jul 22, 2013 at 11:24 AM 0
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What happens ? Or is not happening and should ?

note : AddComponent returns the created component, you don't need to search them with GetComponent.

You should have :

 mf = gameObject.AddComponent("$$anonymous$$eshFilter");
 mr = gameObject.AddComponent("$$anonymous$$eshRenderer");
 animation = gameObject.AddComponent("Animation");


It is cleaner and faster.

avatar image timcommandeur · Jul 22, 2013 at 11:34 AM 0
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The animation doesn't play. Its just still standing mesh. If I drag the mesh into the scene from the assets it plays the animation. But when I create it in code it doesn't.

avatar image KiraSensei · Jul 22, 2013 at 11:37 AM 0
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Do you have a reason to add components on runtime ins$$anonymous$$d of creating your prefab with all the components you need ?

try :

 animation.Play();

ins$$anonymous$$d of :

 animation.animation.Play("Run");
avatar image timcommandeur · Jul 22, 2013 at 11:42 AM 0
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Doing it in code gives me a better idea of whats going on and also gives me more control over everything. I want to be able to create enemies during runtime which will also have animations.

If I do animation.Play("Run"); it still doesn't work. Do I need to link the armature or something like that in order to have it affect the mesh?

avatar image KiraSensei · Jul 22, 2013 at 11:52 AM 0
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Are you sure the line :

 AnimationClip clip = animationObject.animation.GetClip("Run");

returns something good ?

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