Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

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

Animation.CrossFadeQueued

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public function CrossFadeQueued(animation: string, fadeLength: float = 0.3F, queue: QueueMode = QueueMode.CompleteOthers, mode: PlayMode = PlayMode.StopSameLayer): AnimationState;
public AnimationState CrossFadeQueued(string animation, float fadeLength = 0.3F, QueueMode queue = QueueMode.CompleteOthers, PlayMode mode = PlayMode.StopSameLayer);

Parameters

Description

Cross fades an animation after previous animations has finished playing.

For example you might play a specific sequence of animations after each other.

The animation duplicates itself before playing thus you can fade between the same animation. This can be used to overlay two same animations. For example you might have a sword swing animation. The player slashes two times quickly after each other. You could rewind the animation and play from the beginning but then you will get a jump in the animation.

The following queue modes are available:
If queue is QueueMode.CompleteOthers this animation will only start once all other animations have stopped playing.
If queue is QueueMode.PlayNow this animation will start playing immediately on a duplicated animation state.

After the animation has finished playing it will automatically clean itself up. Using the duplicated animation state after it has finished will result in an exception.

var anim: Animation;

function Start() { anim = GetComponent.<Animation>(); }

function Update () { if (Input.GetButtonDown("Fire1")) anim.CrossFadeQueued("shoot", 0.3, QueueMode.PlayNow); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Animation anim; void Start() { anim = GetComponent<Animation>(); } void Update() { if (Input.GetButtonDown("Fire1")) anim.CrossFadeQueued("shoot", 0.3F, QueueMode.PlayNow); } }