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This is an old question and so this answer is way overdue. The only reason I am posting this answer is because I came across this question while also trying to solve the same problem in Unity 2018.4. It may well turn out that this answer wouldn't have applied to the 2016 version of Unity anyway. But here goes. The solution to this problem is create a ...


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The simple way: Enter Play Mode -> record the desired curve -> click the cogwheel on your script -> "copy component". Exit Play Mode -> "paste component values".


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Although it is considered obsolete in favor of the much more powerful AnimationController, the good old Animation component still exists. It provides you with a very simple way to play an animation clip: GetComponent<Animation>().Play(clipName, mode); However, before you can play an animation clip by name, you first have to add the animation clip ...


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As far as I am aware, the machinima animation system with its convenient visual state machines and animation timelines isn't ported to DOTS yet. So you will have to program your own. My approach would be as follows: Create a new shared component Animation which refrences the meshes used for all the different animation frames of an animated asset. Create ...


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There is an inverse kinematic method for blending animation with physics, it basicly tries to keep the same position and rotation of bone structure of another animated object with the ragdoll, after physics applied to the ragdoll it updates the bones in the late update. Link is here: Active Ragdoll But I found another way around for this problem its not ...


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