Legacy Documentation: Version 5.2
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Animation.CrossFade

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public function CrossFade(animation: string, fadeLength: float = 0.3F, mode: PlayMode = PlayMode.StopSameLayer): void;
public void CrossFade(string animation, float fadeLength = 0.3F, PlayMode mode = PlayMode.StopSameLayer);
public function CrossFade(animation: string, fadeLength: float = 0.3F, mode: PlayMode = PlayMode.StopSameLayer): void;
public void CrossFade(string animation, float fadeLength = 0.3F, PlayMode mode = PlayMode.StopSameLayer);
public function CrossFade(animation: string, fadeLength: float = 0.3F, mode: PlayMode = PlayMode.StopSameLayer): void;
public void CrossFade(string animation, float fadeLength = 0.3F, PlayMode mode = PlayMode.StopSameLayer);

Parameters

Description

Fades the animation with name animation in over a period of time seconds and fades other animations out.

If mode is PlayMode.StopSameLayer, animations in the same layer as animation will be faded out while animation is faded in. if mode is PlayMode.StopAll, all animations will be faded out while animation is faded in.

If the animation is not set to be looping it will be stopped and rewound after playing.

var anim: Animation;

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

// Make the character fade between an idle and a run animation // when the player starts to move. function Update () { if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1) anim.CrossFade("Run"); else anim.CrossFade("Idle"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Animation anim; void Start() { anim = GetComponent<Animation>(); } void Update() { if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1F) anim.CrossFade("Run"); else anim.CrossFade("Idle"); } }
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