Open darkkriteus opened 4 months ago
Which loop?
I want to call a customAnimation in a loop, but it never plays in a loop
How did you call it?
the movements I modify BuiltIn3dMovementfunctions and call Entity.PlayCustomAnimation(id)
I need to run a customAnimation in a loop, but even though the "loop" animation is selected, it does not remain
Is the animation playing should being synced to other clients?
In a loop you mean to play animation looply?
I can misunderstand if you keep telling me that you want to play in a loop, because:
// This is loop (for...loop)
for (int i = 0; i < 10; ++i)
{
// This is play in loop
Play();
}
sorry for the misunderstanding 🤣, the loop I mean would be an animation time loop
even the animation marked in a loop, it is executed only once
Yep, it is not use Unity's animator component to play animation, so that setting won't work
That's why I sent the image up there,It does not send any parameters if the animation is to be looped So I tried sending a true argument just to test, so it works, but the animation is only overlaid by another customAnimation, I don't know if you understand what I mean.
Behavior.PlayAction is always called as loop = false
I thought about doing something like
if (id == 5) { Behavior.PlayAction(customAnimations[5], 1f, loop = true, actionId: _latestCustomActionId); } else Behavior.PlayAction(customAnimations[id], actionId: _latestCustomActionId);
Enough, don't do anything, just wait for me to add new settings for custom movements, that is all you can do. Even it is currently having many settings but it is not enough, custom animation was made for emotion animation playing, that is it.
OK, thanks for the help
How are you going to use this? why custom movement animation is needed for your game?
I used it to create additional movements for my game, then it was easy to use customAnimation
I had this problem, I made a script to try to get custom animations when pressing a certain key, I'm still trying to finalize it and add details. The animation loops are still a bit messy. I'm also waiting for something like that.
The animations are looping, but at the end of the animation time, before restarting the animation, it tries to call the animation Idle. I'm working to avoid this only, after I think it should work. I think that's what you might need too. I showed it here for further clarification.
Good evening, I use custom animations a lot to execute certain movements in my game, but I have a question as to how I can correctly call a CustomAnimation in a loop, as it is only executed once even though it is in a loop.
Here in PlayableCharacterModel in public void PlayCustomAnimation(int id), I noticed that no parameter is passed if the animation is in a loop![ss1](https://github.com/suriyun-production/mmorpg-kit-docs/assets/49356246/a7a55949-20bd-49cb-ab7f-9b0617ce6481)
however, even adding a true parameter if it is a certain animation[id], the animation is executed in a loop, but it is not overlaid by other animations, only if another CustomAnimation is executed
would this be a bug? or how should I do it correctly to work in a loop