Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Experimental: this API is experimental and might be changed or removed in the future.

IAnimatorControllerPlayable.PlayInFixedTime

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function PlayInFixedTime(stateName: string, layer: int, fixedTime: float): void;
public void PlayInFixedTime(string stateName, int layer, float fixedTime);
public function PlayInFixedTime(stateNameHash: int, layer: int, fixedTime: float): void;
public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime);

Parameters

stateName The name of the state to play.
layer Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
fixedTime Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time.
stateNameHash The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self.

Description

Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time.

The state has to be on the same layer.

You cannot change the current state on a synchronized layer, you need to change it on the referenced layer.