• 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 /
avatar image
0
Question by Nyxo · May 29, 2015 at 05:37 PM · animationtransformsampling

Is it possible to flush animation sampling?

I'm writing some code that relies on doing some analysis of some AnimationClips during startup, however it seems that any calls to GameObject.SampleAnimation() actually result in some sort of deferred updates to the Transforms involved in the animation.

That is, I can't just write a loop similar to this:

 for (var i = 0; i < sampleCount; ++i)
 {
     gameObject.SampleAnimation(clip, i/clip.frameRate);
     Debug.Log(transformInAnimation.position.y);
 }

Because, despite that transformInAnimation is actually moved as a result of clip, the movement doesn't happen until some point later in time (presumably the end of the frame?), so the Debug.Log() calls just show the same value repeatedly.

I've confirmed this by putting the above code (slightly modified) into a coroutine that only calls GameObject.SampleAnimation() once per frame, and the Debug.Log() calls give the output I would expect: different values for transformInAnimation.position.y, as it animates around according to the sampling.

For the purposes of animation analysis it's absolutely ridiculous to need to wait a frame just to get a proper sampling of the animation, so I ask this: Is it possible to flush the animation sampling so that the Transforms are properly updated and can have their values used in code immediately following, instead of waiting for the next frame?

If this is not possible, I fear that I must resort to writing some Editor code that we'll need to run any time an animation is updated, that'll just flip thru every frame of an animation and analyze it, but that's going to be significantly more work, waste time for the animator, and be prone to human error when the animator forgets to run the script... >_>

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

19 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

Related Questions

Can I make animations snap to a frame? 2 Answers

Possible to transform and objects position smoothly with confined movement dictated by raycasting, but controlled by user? 0 Answers

Door opening in the wrong direction..... 0 Answers

Rotating An Object On Its Axis Once 3 Answers

How do I overlay (blend) my own procedural animation on top of a canned animation? 3 Answers

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