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Accessing Mecanim states at runtime

Discussion in 'Animation' started by twofivesix, Nov 26, 2013.

  1. twofivesix

    twofivesix

    Joined:
    Nov 26, 2013
    Posts:
    3
    Hi,

    Is it possible to access states inside an AnimationController at runtime?

    I know I can use GetCurrentAnimationClipState to get the clip being played but what if I want to get info about states that are not currently being played? What I'm trying to do is get at the curve info inside a clip that isn't being played and I'll use this info to decide which state to switch to next.

    Ian
     
  2. joessu

    joessu

    Joined:
    Nov 16, 2010
    Posts:
    88
    Upgrade to unity 4.3 and use animation events. In the import of the animation you can scroll to the bottom and set an event.
     
  3. twofivesix

    twofivesix

    Joined:
    Nov 26, 2013
    Posts:
    3
    Yeah I'm already using 4.3 and the event system. However.... I need to get access to the curves and events before they trigger. This will enable me to choose which state to switch to.
     
  4. the_anointed_geek

    the_anointed_geek

    Joined:
    Feb 27, 2014
    Posts:
    2
    Just wondering if anyone has made any progress with this as I alsoi now need to do the same. Change a series of clips. Any Gurus that can help
    ?
     
  5. the_anointed_geek

    the_anointed_geek

    Joined:
    Feb 27, 2014
    Posts:
    2
    Found it now
     
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