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Animator.Play and Update(deltaTime) are not working

Discussion in 'Animation' started by ramyen_unity, Jan 20, 2021.

  1. ramyen_unity

    ramyen_unity

    Joined:
    Apr 1, 2019
    Posts:
    1
    Hi there,


    I'm stuck in this situation, like Animator is not working properly.
    I'm making the EditorWindow for AnimatorSate to check stuff on it.

    You can see the link about AnimatorClipEditor
    https://github.com/Unity-Technologi.../Editor/Mono/Inspector/AnimationClipEditor.cs

    It has some line to set up a Animator for preview.
    And then call like this.

    Code (CSharp):
    1.     m_AvatarPreview.Animator.Play(0, 0, 0);
    2. m_AvatarPreview.Animator.Update(0);
    and then TimeControl handles the Boolean value if play is true or not.

    It's a part of my custom EditorWindow for AnimatorSate

    Code (CSharp):
    1.     private void UpdateAnimation()
    2.     {
    3.         if (animatorPreviewInstance == null || curAnimatorState == null)
    4.             return;
    5.  
    6.          animatorPreviewInstance.Play(curAnimatorState.name, curlayer, timeControl.normalizedTime);
    7.         animatorPreviewInstance.Update(timeControl.deltaTime);
    8.     }
    The problem that I have right now is when I call Animator.Play and Animator.Update(deltaTime)
    the PreviewInstance made by my code is not animated and it's only translating its root position.

    But when trying to select a animation clip and click a play button in preview below AnimationClipEditor.
    I can see that my previewInstance start animating with that AnimationClip on curAnimatorState.


    I wonder why I can not animate my previewInstance by using Animator.Play() and Update(deltaTime) properly.

    Is there any point that I missing for it?

    Anyone who deal with this same issue?
     
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