Search Unity

  1. Unity 2018.3 is now released.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. We've updated our Terms of Service. Please read our blog post from Unity CTO and Co-Founder Joachim Ante here
    Dismiss Notice
  4. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  5. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

Last frame of a clip

Discussion in 'Animation' started by erre-rox, May 14, 2018.

  1. erre-rox


    Dec 3, 2012
    Hi all,

    I have a simple Animation Clip which have 10 key frame that set Light Intensity on a Spot Light.

    I've done a simple setup with 2 states:
    • Idle: No clip is assigned in this state and Write Defaults is False.
    • Animation: There is a clip (not looping). This state has a transition to Idle State with Exit Time set to 1 and Transition Duration is 0.
    My expected result is that whenever I force Animation state on that object, the clip is fully played and then it goes to Idle state leaving all parameters with the values of the last frame of previous animation.

    But I saw that every time I play the animation (play is done with CrossFade with 0f as duration), it ends the clip and return to idle with different values any time.

    How is it possible? Every frame of the clip should be always played, right?

    I found this on Internet:

    But I'm using Unity 2017.3.1p4. Anyone has encountered this problem yet?

    Thank you all for help.

    It's really appreciated.

    Best regards,