Camera and Animation 's Problem

For example:

a, b, c, d, e, f 6 model contains animations. and are the state of play. But when the camera can only see d, f, e model of the time, a, b, c of the animation is not broadcast. When I rotate the camera, see a, b, c model, they began to play animation. Why?

How to make all the normal broadcast animation models. Without being a time when the camera can not see a result of the optimization problem.

my english is poor…sorry~~ :stuck_out_tongue:

I think I know what you need.

I’ve had this issue before. Unity only seems to animate objects visible for a camera. For the objects outside the camera’s view, Unity does not even update the time for the AnimationState.

The problem for this is, if the animation starts outside the camera’s view, it will never play. Therefore, even if the animation should come into the camera’s view, it will not play.

Workaround: One thing you can do is to create a second camera, and make sure that camera sees the animations you want to play.
To avoid this new camera to create problems with your other cameras, set it’s Depth property to be the lowest depth you have. And make sure you have at least one other camera with a Clear Flags different than Don’t clear.

Additionally, you can set this camera’s Culling Mask to a layer named “Animations”, and add all animations to that layer. But this might break up some other thing.


I hope I was clear enough. I could explain it in spanish it that helps you. That’s the only other language I know.

Regards,

Nico.

Just realized…

If you’re using Skinned Mesh Renderer, then you can simply check the “Update When Offscreen” option, and that’s it.

Regards,