Multiple Animation Events between Keyframes

Hi
I’m trying to do some different things with the fox. It’s a bit out of the scope of the session itself, but it is a question about the unit interface.

So I’m trying to add two animation events to the same frame. It is possible to do it but the event icon is so small that I can’t click on it. Therefore I can’t select the function I want.

I was able to solve the problem myself by adding a third event to the same frame. This makes the icon for the second one grow, but it is quite a cheese solution.

I searched the interface if there’s a place to select the events in a easier way, but it doesn’t seem to be.
I also looked around in the answers.unity3d.com and found this thread:
http://answers.unity3d.com/questions/791948/multiple-animation-event-on-one-frame.html
Nevertheless there were only cheese workarounds there too.

In this screenshot you can see how the icons cascade, it is really hard to click the second one and impossible to click the third.
https://ibb.co/kJTROw

Am I missing something in the interface? Do you guys know if there is another way to select an animation event?

Thanks for your help.

Hello there. Sorry, I don’t know how to add two events to the same frame. But I think that would be more controllable if you do it by code, just call whatever method you want from within the metbod linked to the event

Yes. I totally agree that at this moment doing by code is the most elegant solution.
I believe the best would be to create a Fox.cs script just for this method (for organization purposes). Since it’s something specific to the fox, so implementing it on Attacker.cs would be rather messy.
( I’m trying to give a bit more personality for every entity )
Nevertheless I’m still curious about the clunkiness of the interface. There might be a way to do select those events that I didn’t find.

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I wish I could be of further help =/
I don’t know how to solve it using the inspector unfortunately.

Np man ^^. Thanks for your attention :slight_smile:
Maybe there’s no solution yet.
The weird thing is that I can’t even delete the extra event since I can’t select it. Fortunately the empty event isn’t causing any side effect.

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I’m tagging this thread as CLOSED since it seems there’s no possible solutions other than workarounds.

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Not sure whether this is still relevant to anyone or not, but I just stumbled across the topic and thought I’d respond as I was having a nose around Glitch Garden at the time anyway.

Here’s a screenshot of an animation with an event added at two separate keyframes (I appreciate this isn’t what you want to achieve);
image

Now, with the playback head (vertical red line) on the first of these two keyframes, if I add a subsequent event;
image

…you can see the smaller, blue Animation Event.

Selecting these individually can be fiddly. You need to click on the very tip of the Animation Event marked on the Event line.

Once selected, you can specify the details within the Inspector as normal.

Note, because these additional Animation Events are positioned between keyframes, they will execute sequentially, you cannot drag them to a specific position between the keyframes.

Another approach would be to add Animation Events with code and specify the specific time for it to occur, but the above is probably sufficient.

One more approach might be to create code which you call from one specific events, which subsequently calls two further methods - depends what you are trying to achieve of course.

Hope this helps :slight_smile:

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