• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by jdistler12 · Nov 19, 2020 at 04:46 PM · animatorserializationtransitionprefab-instanceprefab changing at runtime

Prefab Animator Attributes Not Updating

I call the following code to set animation speeds and animation transition exit times for my object which is an instance of a prefab:

 public const int idleToAttackTransitionID = 21386;
 [SerializeField] private float spawnSpeed;
 [SerializeField] private float attackSpeed;
 [SerializeField] private float cyclesBetweenAttacks;
  void Start()
         {
             myAnimator = GetComponent<Animator>();
             myAnimator.SetFloat("SpawnSpeed", spawnSpeed);
             myAnimator.SetFloat("AttackSpeed", attackSpeed);
     
             var animatorController = myAnimator.runtimeAnimatorController as AnimatorController;
             if (animatorController == null) return;
             foreach (AnimatorStateTransition transition in animatorController.layers.SelectMany(layer => layer.stateMachine.states.SelectMany(state => state.state.transitions)))
             {
                 if (transition.GetInstanceID() == idleToAttackTransitionID)
                 {
                     transition.exitTime = cyclesBetweenAttacks;
                 }
             }
 }

Now, for example, when I go to the inspector to change serialized field spawnSpeed from 1 (which is the default speed as assigned in the object prefab) to 5 and then play the scene, the object will still run at spawn speed 1. However, if I stop the scene and then hit play again without doing or changing anything, the object will run with spawn speed 5 as desired. Then if I change from spawn speed 5 to spawn speed 10 and play the scene, the object will not run at either speed and will again default to spawn speed 1 before I stop and play the scene to get it to run at spawn speed 10. Then every play after this will run at spawn speed 10 until I change it again where it will go back to speed 1 for a single play.

It is worth noting here that any other values I change will update properly on the first play, so it seems to be specific to the animator. It also seems the problem is somehow related to the object prefab vs instance, but I just can't seem to figure it out.

Thanks for any help! (also if you know of a better way to change transition.exitTime at runtime please leave it here! )

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

261 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animator in child receives float from parent but animation doesn't change when condition is met. 1 Answer

How to get quick animation transition variants on start? 0 Answers

Do not execute an animation event. 0 Answers

mouse click if (Input.GetMouseButton(0) 1 Answer

animator.crossfade() not working properly 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges