This code snaps immediately to frame 0 of animation B:
//start
animation.Play("A");
//later
animation.CrossFade("B", 0.2f);
animation["B"].speed = 0.0f; //Drive the progress in code
animation["B"].normalizedTime = 0.0f;
//update (later still)
animation["B"].normalizedTime = someExternalVariable;
Removing the sets to normalizedTime however causes it to crossfade over 0.2 seconds to the first frame of B:
//start
animation.Play("A");
//later
animation.CrossFade("B", 0.2f);
animation["B"].speed = 0.0f; //Drive the progress in code
//animation["B"].normalizedTime = 0.0f;
//update (later still)
//animation["B"].normalizedTime = someExternalVariable;
This seems like a bug. How can I cross fade to a driven animation?
Thanks
Dan