When I use CrossFadeQueued to have the same animation blend with itself, the animation[name].normalizedTime always returns 0. Anyone know why, and if there’s a workaround?
You don’t necessarily get the right result from a queued animation if you refer to it with animation[name].xxx. If you consider that the same animation is in the queue twice, there is no way to know which of the two instances you are referring to. To get around this, CrossFadeQueued returns an AnimationState object that refers specifically to the instance you have just queued. You should store the returned value and use this to get the normalised time for the animation.
I’m having this same issue, and while your recommended fix makes sense, it doesn’t solve my problem. I have an AnimationState variable that I store the return value of CrossFadeQueued into, but the animation seems to just hang in place and the time and normalized time values are always printing out as 0. any ideas?