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Question by matbrummitt · Nov 29, 2013 at 01:05 AM · 4.3

Concurrent Animations using an Animator?

Hi all,

I am stuck on how to do something so hoping someone can help.

Basically i'm making a 2D game (Unity 4.3) and currently working on a "cannon" prop, which powers up to fire a projectile. I've set up an Animator component with various animations for the following states:

  • Idle (cannon gently bobs up and down)

  • Powering Up (cannon shakes violently)

  • Fire (barrel jolts forward, and exhaust backwards)

those are set up and are working nicely, using an "isPowering" parameter that I change the value up in code.

My problem:

My cannon has a glass lid, which shows the projectiles through it. I want to play an animation showing the projectiles jiggling around when the user powers up the cannon. I want this animation to play once only, and at the SAME TIME as the "powering up" animation.

When I tried setting up my "Lid" animation in my main Animator, I found that the animations only happen 1 at a time, so my projectiles jiggled about, and then the cannon began powering up, which isn't what I want.

Additional problem:

My lid animation consists of 6 sprites, where the projectiles basically loop round and around. I think i'd like to try playing 1 or 2 frames of my animation each time the user wishes to fire a ball, and next time, the following 1 or 2 frames in the sequences, and so on. Is there an easy way to have 1 complete loopable animation that only partially plays x number of frames, and then plays from that point onward next time?

Thanks very much for any help.

Mat

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