The actor jumps in front of another actor, plays his melee attack animation, then jumps back. Currently I use events on the animation to tell when the attack animation is complete. The 2 side effects of doing it this way are:. I have to go into each animation and make an event at the end of them. It would be ideal to NOT have to do this. It would seem I should be able to just check in code if a certain animation is finished playing.
The control flow of my attack code becomes awkward. My attack method is a coroutine so I can read it very sequentially and it makes sense. Having this event to tell when the animation is complete ruins that flow. I have to basically make a bool variable and inside my finished event set it, and in my attack function do a while loop after I play the animation checking for that bool variable to change and yielding out until it does. Requiring this event ruins the logical flow of attacks.
If I have many animations for whatever reason things get messier. I noticed the Animator component doesn't have an isPlaying like some other answers suggested.
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I think those answers were for older version of unity and older just playing animation clips not using the new Animator component. If you have named all of the attacking states identically, you can check the name of the currently playing animation:. Note: that 0 refers to the layer of animation you want to check. If you happen to be on multiple layers which seems unlikely to me for this type of animationmake sure you are checking the correct one.
Alternatively, you can set the tag on the relevant states, so that you can use IsTag instead of IsNameand not have to change the name of the states, if that would be a problem. It may be necessary to wait for more than a single frame before GetCurrentAnimatorStateInfo returns the "Attacking" state.
In that case, you may wish to replace the first yield return null with its own loop:. For example :. Sign up to join this community. The best answers are voted up and rise to the top.Documentation last updated for spine-unity for Spine 3. AnimationState provides functionality for animation callbacks in the form of C events. You can use these to handle some basic points of animation playback. For the novice programmer : Callbacks mean you can tell a system to "inform" you when something specific happens by giving it a method to call when that something happens.
Most C documentation will call it "raising".
Some Spine documentation will call it "firing". Those mean the same thing. The structure and syntax for callback functionality varies from language to language. See the sample code at the bottom for examples of C syntax.
Fig 1. Start is raised when an animation starts playing, This applies to right when you call SetAnimation. It can also be raised when a queued animation starts playing. End is raised when an animation will be removed from the track, This applies to when you call SetAnimation before the current animation has a chance to finish. This is also raised when you clear the track using ClearTrack or ClearTracks. See the warning below. Note that by default, non-looping animation TrackEntrys no longer stop at the duration of the animation.
Instead, the last frame continues to be applied indefinitely until you clear it or some other animation replaces it. See below for more information on how to make this behave differently.
Runtimes like spine-libgdx and spine-csharp pool TrackEntry objects to avoid unnecessary GC pressure. This is particularly important in Unity which has an old and less efficient garbage collection implementation.
It is important to clear all your references to TrackEntries when they are disposed since they could later contain data or raise events that you did not intend to read or observe. Dispose in raised immediately after End. Interrupt is raised when a new animation is set and a current animation is still playing. Complete is raised an animation completes its full duration, This is raised when a non-looping animation finishes playing, whether or not a next animation is queued.
This is also raised every time a looping animation finishes an loop.New Unity Live Help updates. Check them out here! Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.
Asset Store Spring Sale starts soon! Joined: Mar 9, Posts: Currently in my game a lot of events are triggered from within an animation and occasionally they seem to be skipped over. It's imperative that an event never get skipped, how do I make sure this doesn't happen?
Here are the settings on all my animations: Example of how events are placed:. MamaCatDev likes this. Joined: Jul 12, Posts: 7, How much searching did you do before posting? EricWilliamsjeremyVisual-3d and 3 others like this. Joined: Nov 9, Posts: I might be able to help you, not sure if it's the same issue. I had trouble when I tried to call an event on a frame, and that frame was occuring during a transition to another animation. Like If I was punching, and mid animation I would kick, the last frame wouldn't call the event.
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The problem is that when the animation of a clip finish it doesnt start again from the beggining, it doesnt loop, and I cannot find any option to make it loop. I find the options according to the answers here but there are not editable, is it because I download this from Asset Store?
Go to the animation and set it as looping. In the Animation window look at the bottom for something that should say 'Default' - it's a drop-down menu with looping options Loop starts the animation over, PingPong plays it back and forth, Clamp Forever freezes the animation at the state of the last frame etc.
EDIT: I add an image. Learn more. How to make an animation clip on Unity to loop Ask Question. Asked 6 years ago.
Active 1 month ago. Viewed 34k times. I am using the Unity Mecanim, and I have two animation clips: The problem is that when the animation of a clip finish it doesnt start again from the beggining, it doesnt loop, and I cannot find any option to make it loop.
Any help, where to look for the loop options? Avraam Mavridis. Avraam Mavridis Avraam Mavridis 7, 13 13 gold badges 59 59 silver badges bronze badges. I have not used mecanim yet, but I have made animations created in Unitythey are saved as. If you have them, click on it and there is an option where you can specify if you want the animation to loop. I'm voting to close this question as off-topic because it is not a programming question as defined in the Help Center. Active Oldest Votes. Lizzie Lizzie 81 1 1 silver badge 4 4 bronze badges.
MrDobilina MrDobilina 5 5 bronze badges. I've had a quick look and from what I can see you need to select the animation itself instead of the clip and then the animation options are available. EoD EoD 1 1 gold badge 3 3 silver badges 11 11 bronze badges.
[Solved] Playing an animation on Loop through Animator?
Then you importen the animation, right? Have a look at this link : " answers. The animation might be "read-only" if you imported the fbx. In the second commend, that guy says that "You can use an editor script that copies over the curves from the original imported Animation Clip into the duplicated Animation Clip. You say "Loop Pose option should be cheked for make it loop".
So if your character moves forward in the animation, "Loop Pose" will make him walk "in-place". Sign up or log in Sign up using Google. Sign up using Facebook.
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Post as a guest Name. Email Required, but never shown. The Overflow Blog. The Overflow How many jobs can be done at home? Featured on Meta.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! How could I remove an animation event? Joined: Apr 15, Posts: JohnSonLiJun 2, Joined: May 5, Posts: 3, So call the get, remove it from the array and then call the set. Last edited: Jun 3, Joined: May 13, Posts: Joined: Nov 2, Posts: 5, LeftyRightyJun 3, JohnSonLiJun 3, Joined: Jan 24, Posts: 4, Seems like the event array contains null objects.
BasteJun 3, Dev can shed some light on how this is working? Can you upload your project or a simplified version? I can check if its a bug or something with your project. Everything works for me. In fact I got events removing with this quick hack Code csharp :. GetCurrentAnimatorClipInfo 0. Log myEvents. Length. ToList. RemoveAt 0. ToArray. Flegy and damikuru like this. Unity 5.
Can you upgrade to 5. Mecanim: Fixed crash when calling AnimationClip. JohnSonLiJun 8, You must log in or sign up to reply here. Show Ignored Content. Your name or email address: Password: Forgot your password?Ciro ContinisioApril 5, Timeline is a powerful tool for creating cutscenes and short movies. With the release of This all sounds very exciting, but as a game developer, the question that I asked myself when I saw Timeline was: is it really just a linear sequencing tool?
Can I only create cutscenes with it? Interrupt the gameplay, play a non-interactive sequence that advances the story, and resume gameplay? With this question in mind, I created a small demo to use Timeline in a creative way. I made a little Real-Time Strategy game, in which I used some custom Timeline tracks to achieve a couple of interesting effects.
And I found the answer to my question spoiler : with a little bit of scripting, Timeline can do so much more. If you want to look into the demo that I created while you read, it can be downloaded here. But I remixed them a little bit for the purpose of this demo.
When the Spacebar is pressed, the Timeline resumes. Since this functionality goes hand in hand with the text on the screen, I created a custom track called Dialogue Track that hooks into the UI Manager of my game.
Each clip has as properties the text to display, and a simple boolean to decide whether to stop or not. This is the Inspector of the clip:. Each clip on this track tells the UI Manager to display the dialogue UI, what text, and what size to use. Additionally, it can tell the GameManager to stop the Timeline and passes a reference to which one, so the GameManager — once Spacebar is pressed — knows which Timeline to resume. When the clip ends, it tells the UI Manager to hide the dialogue box.
Pretty simple stuff, but it allows me to quickly build dialogues and decide when to stop, or not!Unity Animator Beginner Tutorial - How To Create Animation Events In Unity
What if I want to rewind the Timeline?You can attach animation events to imported animation clips Animation data that can be used for animated characters or simple animations. More info See in Glossary in the Animation tab. Events allow you to add additional data to an imported clip which determines when certain actions should occur in time with the animation.
For example, for an animated character you might want to add events to walk and run cycles indicating when the footstep sounds should play.
To add an event to an imported animation, expand the Events section to reveal the events timeline for the imported animation clip:. To move the playback head to a different point in the timeline, use the timeline in the preview pane of the window:. Position the playback head at the point where you want to add an event, then click Add Event. A new event appears, indicated by a small white marker on the timeline.
Make sure that any GameObject which uses this animation in its animator has a corresponding script attached that contains a function with a matching event name. The example below demonstrates an event set up to call the Swipe function in a script attached to the Player GameObject.
This could be used in combination with an AudioSource to play a slashing sound synchronized with the animation. You can also choose to specify a parameter to be sent to the function called by the event. There are four different parameter types: FloatIntString or Object The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
More info See in Glossary. By filling out a value in one of these fields, and implementing your function to accept a parameter of that type, you can have the value specified in the event passed through to your function in the script. For example, you might want to pass a float value to specify how loud the sound effects should be during different actions, such as quiet footstep events on a walking loop and loud footstep events on a running loop.
You could also pass a reference to an effect Prefab An asset type that allows you to store a GameObject complete with components and properties.
The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossaryallowing your script to instantiate different effects at certain points during your animation. Version: Language : English. Unity Manual. Unity User Manual Publication Date: