Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    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. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Don't miss out on the Unite LA Keynote for the latest information from Unity! Set a reminder!
    Dismiss Notice
  5. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  6. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Start animations simultaneously but have one be delayed.

Discussion in 'Animation' started by Denisowator, Aug 12, 2018.

  1. Denisowator

    Denisowator

    Joined:
    Apr 22, 2014
    Posts:
    839
    I have several groups of objects, and they all have a similar (but individual) animation. They all float up and down forever, and the animation curve looks like a sine curve (no pauses during movement).

    My problem is that I want one group of objects to have the animation be played slightly later than the other. And I want to know whether I can do this without using scripts that wait some time, then somehow turn on the animation of one of the object groups.

    I don't really know how to explain this, so please ask questions if you're not sure what I mean, and I can elaborate.

    P.S. The animations are native Unity animations and use the objects' Transform.position property.
     
  2. Denisowator

    Denisowator

    Joined:
    Apr 22, 2014
    Posts:
    839
    Here's a little more explanation I thought of.
    upload_2018-8-12_16-43-24.png
    The red square represents one object group, the green square represents another.
    I need to somehow make the green group do the animation slightly after the red one starts, but without having to create any fancy code that checks lots of animation stuff and alters it. Just because this is a very simple animation that is just supposed to play on background objects.

    EDIT: I can think of at least 3 ways of doing it, but each one is way over the top on code and Animator management, for what it needs to do.
     
    Last edited: Aug 13, 2018
  3. Denisowator

    Denisowator

    Joined:
    Apr 22, 2014
    Posts:
    839
    Tried using Cycle Offset, and it seems to be working fine for now.