Legacy Documentation: Version 5.3
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IAnimatorControllerPlayable.CrossFadeInFixedTime

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

Parameters

stateName The name of the destination state.
transitionDuration The duration of the transition. Value is in seconds.
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 and no transition will happen.
stateNameHash The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self.

Description

Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time.

Both states have 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.