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Question by YuHeLong · May 21, 2016 at 06:36 PM · transitionanimation controller

How to prevent animation sync on duplicated object

I have an object that has an animator, inside has one simple animation, move up and down in loop and other animation w$$anonymous$$ch is IDLE, no movement at all.

Now I want to have a lots of t$$anonymous$$s same object jumping up and down, but each of them will make transition from idle to movement at different time so i have t$$anonymous$$s script attachet to them

 public float AnimationStartOffset;
 public Animator animator;

 private float next_start_floating;
 private bool isStart = false;


 // Use t$$anonymous$$s for initialization
 void Start () {
     next_start_floating = Time.time + AnimationStartOffset;
 }
 
 // Update is called once per frame
 void Update () {
     if(Time.time > next_start_floating && !isStart)
     {
         animator.SetBool("IsJumping", true);
         isStart = true;
     }


 }


I set the offset value differently to each object, but the animation of some objects are always start at same time, I also try to the the transition to no exit time, and using StartCoroutine, but the result is same.

Please help

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Answer by nenorse · Jan 11, 2022 at 11:46 PM

for anyone still needing t$$anonymous$$s:

 public class PlayFromOffset: MonoBehaviour
 {
     // Start is called before the first frame update
     private Animator anim;
     public float frameOffset = 10;
     public string stateName = "Walk_RM";
     private const int ALL_LAYERS = 0;
 
 
     void Start()
     {
         anim = GetComponent<Animator>();
         anim.Play(stateName, ALL_LAYERS, frameOffset);
     }
 
 }
 

Make sure your gameobject has an animator component on it... and set the stateName to your named animation from your controller.

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