I have characters rendered using DrawMeshInstancedIndirect and an animation shader, they have no game object. I'm switching them at runtime with game object based rag dolls when physics interaction is required (ie.: getting hit by a car). Matching the animation time works flawlessly, and you can't see the switch EXCEPT when a transition is in progress. Obviously I need to take into account the transition which is blending two animations together, but so far I'm having no luck "recreating" an animator state where a transition is halfway done. I need a way to recreate that crossfade at a specific time of the transition. I tried calling Animator.Play() to set the source animation and then Animator.CrossFadeInFixedTime for the target animation. I was hoping the NormalizedTransitionTime parameter would allow setting the transition to a specific time, but it doesn't work as I had hoped. When calling Play() and CrossFadeInFixedTime() I'm not even sure if I should set the animation times to the time at the start of the transition or at the time i'm trying to resume (tried both). I'm not even sure NormalizedTransitionTime does what I want. I also tried using Animator.Update(transitionTimeToResume) but that doesn't seem to work either. If you have any insight on how this works, PLEASE share.