I have a monster that has this animation; (it grabs the floor, pulls up, then repeats it all over again). So instead of being a fluid movement, its more of a move-stop-move-stop. I was curious about how I can implement that properly in Unity. I have tried making timer variables but its not precise, I even tried separating the animation into 2, so the pull animation moves the monster and then it stops, but it doesn’t seem to be working effectively at all.
Well, you could build the ‘start-stop’ stuff into the actual animation, if you know exactly how fast the monster will be moving. In your animation application, have the monster ‘move’ backwards when it’s in the ‘stop’ section, and then move forwards faster in the ‘move’ section. The only thing you have to make sure of is that the ‘hands’ move at the same rate as the floor.
Then, just move the monster at a constant speed in Unity, and the animation will manage the rest.
Well that's my problem, I don't know the exact movement of my animation, I know how many frames it is, but I can't translate that into seconds. What I am trying to look for is something like animation yield, or anything that's effective.
EDIT: I don't want a continuous motion, I want it to move, then stop and repeat.