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Question by koichisenada · Oct 14, 2012 at 03:19 PM · animationerroranimationstate

Animation error at state speed change

I have a simple empty game object with the "Clamp Forever" wrap mode animation and a script to control the speed w$$anonymous$$ch causes an error.

The code to reproduce:

     void Update () {
         if (Input.GetKeyDown(KeyCode.B)) {
             foreach (AnimationState state in animation) {
                 state.speed = 1.0f;
             }
             animation.Play();
         }
         if (Input.GetKeyUp(KeyCode.B)) {
             foreach (AnimationState state in animation) {
                 state.speed = -1.0f;
             }
             animation.Play();
         }
     }

The animation error message:

oldWrappedTime < newWrappedTime

Assert in file: C:/BuildAgent/work/a0f11f3559d72c6d/Runtime/AnimationState.cpp at line : 259

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Fattie

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Answer by koichisenada · Oct 14, 2012 at 04:22 PM

I have found a solution. But please explain the internals or a better solution if you can. Meanw$$anonymous$$le, I use the following script code with calling the lower methods as animation events.

     void Update () {
         if (Input.GetKeyDown(KeyCode.B)) {
             foreach (AnimationState state in animation) {
                 state.speed = 1;
             }
             animation.Play(PlayMode.StopSameLayer);
         }
         if (Input.GetKeyUp(KeyCode.B)) {
             foreach (AnimationState state in animation) {
                 state.speed = -1;
             }
             animation.Play(PlayMode.StopSameLayer);
         }
     }
     
     void OnAnimationBeginningReached() {
         foreach (AnimationState state in animation) {
             if (state.speed==-1) { state.speed = 0; }
         }
     }
     
     void OnAnimationEndingReached() {
         foreach (AnimationState state in animation) {
             if (state.speed==1) { state.speed = 0; }
         }
     }
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avatar image Fattie · Oct 14, 2012 at 04:32 PM 0
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the whole animation state, etc, situation is a fiasco!

i think you basically have to do what you do ... loop over all the animation "states"

if you very simply want to set a thing to be in "a certain position" that seems to be the only way. the whole thing is annoying!

avatar image koichisenada · Oct 14, 2012 at 05:30 PM 0
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Actually, I need the object not just positioned in a certain position, but follow a smooth progression of chaning the position and rotation as designed by the animation clip. As you can see from my code, I need it to play the animation forward while the key is pressed and then play it back once the key is released.

avatar image Fattie · Oct 14, 2012 at 06:44 PM 0
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right - yeah it's the same sort of thing. one always has to do this annoying loop through all the "states"

FWIW I believe there is no alternative. funnily enough I asked someone at Unity about this, and they told me to do jus that (was about a yr ago)

avatar image koichisenada · Oct 14, 2012 at 07:15 PM 0
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Sure thing the nasty loop itself is weird enough. But why does that strange error appear when I don't set the speed of states to zero before applying a reverse value?

avatar image Fattie · Oct 14, 2012 at 07:42 PM 0
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I do not know.

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