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Unity Engine


CrossFade(string, float, PlayMode)

Fades in the animation with the name animation over a period of time defined by fadeLength.
Read time 1 minuteLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule
public void CrossFade(string animation, float fadeLength, PlayMode mode)

Parameters

animation

The name of the animation in the
Animation
component to crossfade to.

fadeLength

The duration of the crossfade in seconds. Negative values are clamped to 0 seconds.

The layer behavior of the crossfade. This controls whether the crossfade is with animations on all layers or animations on the same later as
animation
.

Remarks

If the mode is set to PlayMode.StopSameLayer, animations on the same layer as
animation
are faded out while
animation
is faded in. if the mode is set to PlayMode.StopAll, all animations are faded out while
animation
is faded in.
If the animation is not set to be looping, it will be stopped and rewound after playing.
The following example demonstrates how to switch between two animations using the CrossFade method.
using UnityEngine;[RequireComponent(typeof(Animation))]public class AnimationCrossFadeExample : MonoBehaviour{ public bool IsRunning = false; Animation m_Animation; void Start() { m_Animation = GetComponent<Animation>(); if (m_Animation.GetClip("walk") == null) Debug.LogError("Missing walk clip"); if (m_Animation.GetClip("run") == null) Debug.LogError("Missing run clip"); m_Animation.Play("walk"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { IsRunning = !IsRunning; m_Animation.CrossFade(IsRunning ? "run" : "walk", .5f); } }}
Additional Resources: Animation.Play, PlayMode.