Unity - Scripting API: Animation.Rewind
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Declaration
public void Rewind(string name);
Parameters
| Parameter | Description |
|---|---|
| name | The name of the animation to rewind. |
Description
Rewinds the animation named name.
Sets the time of the animation named name to 0. If there is no animation named name, nothing happens.
using UnityEngine; [RequireComponent(typeof(Animation))] public class AnimationRewindExample : MonoBehaviour { public AnimationClip walkClip; Animation m_Animation; void Start() { m_Animation = GetComponent<Animation>(); if (walkClip != null) { m_Animation.AddClip(walkClip, "Walk"); m_Animation.Play("Walk"); } } private void Update() { if (m_Animation.IsPlaying("Walk")) { // This printed value increases with each Update because the clip is playing. Debug.Log($"Walk state time: {m_Animation["Walk"].time}."); if (Input.GetKeyDown(KeyCode.R)) { m_Animation.Rewind("Walk"); // The new state time will be 0. Debug.Log($"Walk state time: {m_Animation["Walk"].time}."); } } } }
Declaration
public void Rewind();
Description
Rewinds all animations.
Sets the time of all animations to 0. Additional resources: AnimationState.time.