Does culling affect animation - c#

I just simply want to know that does culling affect the animation cause i have some culled animation object which some time work and some time not as I move my camera in the scene?
I search on google I found AnimatorCullingMode.then I check my animated object in culling type basedOnredere is selected. Do I need to change it to alwaysAnimate.

After working a 4/5 days on this issue, Finally I got the answer(silly me).
Yes culling affect the animation using animation component's property which is called Culling Type as Figure show.
Previously My all animation Culling type were selected to BasedOnRenderers that's why my some animation working while some were playing continuously. As I got that:
BasedOnRenderers: Animation is disabled when renderers are not visible.
This culling method is more suitable when you have renderers attached after import - it will take renderers (like mesh renderers, particle renderers and so on) attached to this gameObject or children of this game object.
while the option I now selected which have solve the Problem (Al-Hamdullilah)
said:
Always Animate: Animation culling is disabled - object is animated even when offscreen.

Related

Why is Unity Canvas Image always rendering over my gameObjects even though it is definitely behind them?

In my 2d Unity project, I have a Canvas with an Image that I want for a Background.
I have 2 gameObjects in front of this background. But no matter how much fiddling I do with Pos Z, Sorting Layers, or hierarchy sorting, the image is always in front of the objects.
Gif above shows in 3d mode that even though the image is clearly behind these objects, it will always appear over them if they overlap.
Hierarchy:
Main
Camera (Inspector: https://i.imgur.com/Q5a52cf.png)
BackgroundCanvas (Inspector: https://i.imgur.com/m9Pxr6B.png)
BackgroundImage (Inspector: https://i.imgur.com/jTx7pEW.png)
Object1 (Inspector: https://i.imgur.com/YcClEhk.png)
Object2
Any advice to rescue me from this madness is much appreciated.
Set the sprite renderer's transform z value to 0 instead of 100
If that does not solve, please specify camera properties also, so I can try to recreate the exact setup.
Try clicking on Layers -> edit layers, inside sorting layers you can change the order grabbing layer, everything upper appears behind in the camera.
You could create a layer called Object
Assign it to the game objects.
Create an object camera
culling mask -> object layer
depth bigger than you current main camera.
Set it to Projection -> Orthographic
Clear flags -> solid colors.
canvas Render Mode -> Screen Space - Camera and assign the Render Camera to be the Object Camera
Inspector tab of the object or background.
Sprite Renderer.
Additional Settings.
Sorting Layer.
change it to a different layer.
Had this same issue and was able to fix it with these steps:
In canvas settings change Screen Space Overlay to Screen Space Camera
Set the camera variable to the one you are using for your scene.
I figured out a workaround. I basically created a VisualElement inside the UI Builder and set a render texture to the background. Then I added an extra camera to my project to view all the sprites that needed to be on top. That camera feeds the render texture, so now everything that camera sees is forced to be on top of the UI Document as the background of that VisualElement. If you want control over the whole screen, just set the VisualElement position to absolute and max out its dimensions. If your game doesn't have a fixed aspect ratio it might cause some stretching, but other than that I cant really tell the difference. Sorting layers for the UI Documents are broken and unity needs to work on that. This is the best option I've found. Hope this helps.
I had the same problem and I fixed it by attaching the camera to the canvas which is screen space and finally changing the sorting layer of my object to -1.

Unity light not showing up over background sprite

I have a power-up GameObject with a light component attached to it.
The sprite shows up fine, however, the halo effect does not work when the GameObject is placed over another sprite (eg a background wall).
I think its a problem with the material (as I have tried other things such as changing the culling mask, ordering layer, etc) - however, I don't know which properties to change in order to make the light visible.
I am using an area light.
I hope I saw correctly your game is 2D. If so, check out 2D Lights

Stop animation looping back to initial position in Unity3D?

I've made an animation on an Image object in my Unity game. When the animation has finished it animates back to its original position! I'd like to stop this from happening. I've tried Googling and searching here on SO but can't see any solutions so far! My animated object has an Animation and Animator components attached to it. The Animation component has an array of 3 animations. I only want to ensure one of them does not loop back to its default/original position.....
Here is a screenshot of the animation components attached the gameobject:
I suppose in the animation sequence the last frame is the same as the first frame? This is what usually happens and restores the animation to the original position. Try removing the "loop" tick of the animation as well as check the first and last frame.
I had the same issue, and I solved it just now. You must unchecked to Root Transform Position(XZ) / Bake Into Pose, from inside your animation.

The animation state .. could not be played because it couldn't be found?

I am trying to start an animation by pressing a key on my keyboard.
For this I am using the following code:
[HideInInspector] public Animation animation;
private void Start()
{
animation = GetComponent<Animation>();
}
private void Update()
{
if (Input.GetKeyDown("1"))
{
animation.Play("AnimationName");
}
}
This gives me the following error:
The animation state AnimationName could not be played because it
couldn't be found!
Although, the animation DOES start, but how can I clear this error?
I think the only possible explaination is that your animation clip is not marked as Legacy.
https://www.unity3dtips.com/zh/the-animation-state-could-not-be-played-because-it-couldnt-be-found/
EDIT with step by step here:
Animations must be marked as legacy to be used with the animation component.
In the project window select the animation clips you’re trying to play.
Set the inspector to debug mode which exposes hidden variables, in this case it’ll make the “Legacy” checkbox appear.Unity Inspector Debug Mode
Tick the “Legacy” checkbox and change the inspector back to normal mode.
Unity Inspector Animation Clip Legacy Checkbox
But there is one thing you should know: you should avoid, if possible, the old legacy way to play animation.
Learn how to use an Animator component. Just create an animator, assign your animation clip, decide a boolean for start the animation in the animator component and set it to true in your code (for basic use).
Sure there is some things to do beside code but it will be easier to control your animation, bleand different animations and change them to your needs (it's for example much easier to loop or stop the animation at some point).
It would be also easier to understand when it start and when is playing.
Another thing to check is the legacy 'Animation' component on your gameObject that is supposed to perform the animation. In my case things were marked as legacy for the animation on the imported animation but somehow when adjusting settings on my import it dropped the animation it was complaining about from the actual 'Animation' component so once I added it things worked as expected
Inspector in Debug mode showed my animation marked as 'Legacy' true
My Animation component showed the missing animation

How to control Unity Animation?

As far as I know, there are ways to manage Animation
Immediately,
Managing in the form of objects.
Managing with Sprite Images.
Is it effective to manage animations
in object format to manage character's joints in 2D animation?
What should I do to make it easier for me to understand Unity Animation?
As a beginner, we need a lot of data. I need your help. Help me.
I am going to explain the animation by manipulating GameObjects.
You need to add an Animator component to the GameObject you wish to animate. The animator component needs an animator controller. You also need to create an animation clip which represents an animation.(Animation controller is automatically created when you create an animation clip)
Now, to get started with animation you need to focus on animation clips. After you add an animation clip, you can record an animation into it. You do this by hitting the record button in the Animation window. While recording, any changes made to the GameObject will be recorded into the animation clip. (For example, you might move your GameObject). Any such change will create a key frame in the Animation timeline. The time point where key frame should be created can be changed.
Unity will interpolate the changes between two keyframes automatically.
However, there is also an animation curve which allows you to define how changes are applied between time points.
After you record animations you can define how transitions between different animations are made in the Animator Window.
unfortunably I am not really sure what your question is about?
For question this might be helpful:
https://www.youtube.com/watch?v=PuXUCX21jJU
Usually you have a Image File with the animation movements of your 2D Image object and using the "Sprite Editor" to cut them out for Unity.
You then add this Clip on a Animimation Component to be added to your "GameObject".
Since this is a "C#" question, maybe you want to know how to access this Compnent. The best is to use it in the "Init()" and add:
var anim = GetComponent();
Now you can use the "Animation" Component to play the configured Animation Clips.
I hope this helps you a little bit.

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