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Question by webhoundII · Sep 06, 2015 at 03:24 PM · animationchild objectlegacy

Child Legacy animation doesn't play

For a 2d game. I have a block that has a child object which I'd like to animate whenever a certain action occurs. I set up the animation in the Animation window, and I can see it working properly. I hit play and I can see it running over and over again in Preview mode. This animation only happens per run to the block, so I don't need all that unnecessary transition stuff. I make the animation Legacy, and when I try to fire the animate call I see nothing. I get no errors. Here's the code trying to run the animation:

             Debug.Log(this.gameObject.transform.GetChild(0));
 
             try {
                 Animation a = this.gameObject.transform.GetChild(0).GetComponent<Animation>();
                 if (a != null) {
                     a.Play("falling_dots", PlayMode.StopAll);                    
                     Debug.Log("Playing falling_dots");
                 }                
             } catch (UnityException ue) {
                 Debug.Log(ue.ToString());                
             }

The image shows my object's hierarchy. At the top floating_block_animated is the parent object and falling_dots is the child. The Inspector is showing the child

alt text

Lastly, if there's a better way to do this I'm open to suggestions.

animation.png (90.1 kB)
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sampenguin

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avatar image hexagonius · Sep 06, 2015 at 03:29 PM 0
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Remove the Animator, only Animation is legacy and might be overridden

avatar image webhoundII · Sep 06, 2015 at 03:49 PM 0
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@hexagonius Didn't work :(

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Answer by sampenguin · Sep 09, 2015 at 01:01 AM

I was having a similar problem, very frustrating. I found that calling a different overload with explicit playmode defined in Animation.Play/CrossFade made it work.

So instead of just anim.Play("name") try using

 anim.Play("name", PlayMode.StopAll);

or

 anim.CrossFade("name", 0.5f, PlayMode.StopAll);
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