I’m using Unity 3 Beta (latest build) and am pausing an animation by setting the animation speed to 0.
Everything works fine but when I go to set the animation speed back to 1.0 I get an error in the editor that says:
oldWrappedTime > newWrappedTime
The animation does resume but why the error? What does it mean?
I couldn’t find a pause function btw; hence, my method for pausing. 
That’s correct way of pausing an animation.
It’s a bug in Unity - the scenario described should just work without any error. The error message is from internal check in Unity.
Could you make a minimal reproduction of your problem, submit a bug and send me the same number?
Thanks,
Paulius
Sure, I’ll try. 
FYI, I can’t get the animation to resume, no matter what I do, if I call any functions right after I set the speed back to 1.0. I have to issue a wait function or the animation gets lost forever.
Also, I don’t see that error every time. It just happens on every few plays in the editor.
Hi,
I just fixed one problem related to “oldWrappedTime > newWrappedTime”, but I doesn’t sound exactly like your one, so if you could make a small repro-case and submit it in a bug report that would be great.
Regards,
Paulius
We get this error when playing our cutscenes. Do you have an ETA when this will be fixed?
…/Runtime/Animation/AnimationState.cpp at line:185
Folks - to work around this try setting the animation[“YourAnim”].speed to a float explicity (if using C#), so for example if your using:
animation[ “JumpToLedge” ].speed = 0;
Try replacing that with:
animation[ “JumpToLedge” ].speed = 0.0f;
That worked for me and got rid of the problem (so far so good anyhow).
Now did I read somewhere that this is an ASSERTION left over in the code? Please, promote this coder to management quickly and get someone else warming that chair.