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Question by aceX · May 05, 2014 at 09:09 PM · animationanimatorlengthcombo

Wait for animation to finish? Animator.SetBool...

Hey guys, making a simple combo system and I need a way to essentially do...

 animation.PlayQueued("AnimName", QueueMode.CompleteOthers)
 
 
 //Using this
 Animator anim1 = etc...;
 
 switch(case)
 
 case 1:
 anim1.SetBool("Combo1",true);
 yield return new WaitForSeconds(animation in state.length);
 anim1.SetBool("Combo1", false);
 
 case 2:
 wait for anim 1 to finish ...
 anim1.SetBool("Combo2",true);
 
 etc....

Not sure if I can access animations within the animator to get their length?

Should I just stick to the old animation system, or do you guys have any suggestions. Thanks a bunch =)

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Answer by Cherno · May 05, 2014 at 09:17 PM

I'm not sure if I understand your specific question, but I can say that you can access to length of an animationclip.

 yield WaitForSeconds (animation[yourAnimation].length)

Hope that helps. If not, good luck anyway :)

Edit: Of course, it also works as a Coroutine if using C#.

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Answer by ComradeVanti · Jul 25, 2022 at 08:39 AM

I made a small package which you can use to wait for animations to start or finish inside coroutines. You can check it out here: https://github.com/ComradeVanti/WaitForAnim

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