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Hi, and thanks for the help in advance.

I'd like to know if there's some way I can achieve this type of loop

Animation A][Animation B][Animation B][Animation B]

I know you can see this behavior using the loop start-end in the dopesheet but it can't be exported like that to work in Unity right? Is there a way to achieve this without having different Animations? and just using selected frames in the dopesheet?

did you want to call the following?

SetAnimation(0, animationA, false); // play animation A once
AddAnimation(0, animationB, true, 0f); // queue looping animation B.

You can also set the loop times on the TrackEntry.

7 days later
Pharan wrote

did you want to call the following?

SetAnimation(0, animationA, false); // play animation A once
AddAnimation(0, animationB, true, 0f); // queue looping animation B.

I better rephrase, what I want to do is show this type of loop

Animation 1
Frames 1-30 (once) / Frames 31-60 (looped indefinitely)

float fps = 30;
TrackEntry start = SetAnimation(0, animation, false);
start.animationEnd = 30 / fps;
TrackEntry repeat = AddAnimation(0, animation, true, 0f);
repeat.AnimationStart = 31 / fps;
repeat.AnimationEnd = 60 / fps;

See TrackEntry animationStart and TrackEntry animationEnd. If 60 is the last frame of the animation, you don't need to set AnimationEnd for repeat.

6 days later
Nate wrote
float fps = 30;
TrackEntry start = SetAnimation(0, animation, false);
start.animationEnd = 30 / fps;
TrackEntry repeat = AddAnimation(0, animation, true, 0f);
repeat.AnimationStart = 31 / fps;
repeat.AnimationEnd = 60 / fps;

See TrackEntry animationStart and TrackEntry animationEnd. If 60 is the last frame of the animation, you don't need to set AnimationEnd for repeat.

Thanks a lot Nate. I really have to start taking a look at Unity to help my devs out