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Question by duck43 · Oct 17, 2017 at 08:35 AM · animationanimationclipanimation controller

How to play a simple animation in Unity2017.1

Hi, trying to update from an older version of Unity to 2017.1 but I'm not able to make a simple animation "play" work.

Before, I was using this, and it worked:

     AnimationClipPlayable acp = AnimationClipPlayable.Create (myTransition);
     InstanceAnimator.Play ( acp );

Now, I see that AnimationClipPlayable.Create requires a PlayableGraph. Most examples for the Playables API are way too complicated for what I want to achieve (they mix different animations etc.). Found a simple example here: https://docs.unity3d.com/Manual/Playables-Examples.html but the code there:

   void Start()
     {
         playableGraph = PlayableGraph.Create();
         playableGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
         var playableOutput = AnimationPlayableOutput.Create(playableGraph, "Animation", GetComponent<Animator>());
         // Wrap the clip in a playable
         var clipPlayable = AnimationClipPlayable.Create(playableGraph, clip);
         // Connect the Playable to an output
         playableOutput.SetSourcePlayable(clipPlayable);
         // Plays the Graph.
         playableGraph.Play();
     }

compiles but gives me the following error repeatedly on runtime:

 ArgumentException: The playable passed as an argument is invalid. To create a valid playable, please use the appropriate Create method
 UnityEngine.Playables.PlayableHandle.SetSpeedInternal (UnityEngine.Playables.PlayableHandle& playable, Double speed) (at

Any help on this?

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Answer by Mandark · Dec 05, 2018 at 01:47 AM

     public class MyPlayer : MonoBehaviour{
         PlayableGraph graph;
         AnimationClipPlayable playable;
         Animator animator;
         
         void Start(){
             animator = GetComponent<Animator>();
         }
 
         public void PlayClip(float duration, AnimationClip clip){
             playable = AnimationPlayableUtilities.PlayClip(animator, clip, out graph);
             playable.SetDuration(duration);
         }
 
         public bool IsPlayablePlaying(){
             if (playable.IsValid()){
                 return playable.IsDone()==false;
             }
 
             return false;
         }
 
         private void CleanupAfterPlay(){
             if (playable.IsValid() && playable.CanDestroy()){
                     playable.Destroy();
             }
 
             if (graph.IsValid()){
                 graph.Stop();
                 graph.Destroy();
             }
         }
     }
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