I have an animation that I'm trying to start & end at specific places. I can set the start by setting the animationPlayer.animation.timeOffset
, I'm also trying to set the animation to end about 20s after the timeOffset & I can do that by setting animationPlayer.animation.duration
.
The problem that I'm facing is that setting the duration
cancels out the timeOffset
. If I use just .timeOffset
I can get the animation to start from any position but as soon as duration is set the animation will play from the beginning.
The intended result would be this: The animation starts at 25s (timeOffset) runs for 20s (duration) & then loops back to the timeOffset.
let rootNode = sceneView.rootNode
rootNode.enumerateChildNodes { child, _ in
guard let animationPlayer = child.animationPlayer(forKey: key) else { return }
animationPlayer.animation.timeOffset = 25
animationPlayer.animation.duration = 20
animationPlayer.animation.autoreverses = true
animationPlayer.animation.isRemovedOnCompletion = false
}
The best solution I have found is something like this:
let player = model.animationPlayer(forKey: "all")
let animation = player?.animation
func restartAnimation(atTimeOffset timeOffset: TimeInterval, duration: TimeInterval) {
animation?.timeOffset = timeOffset
if isWalking {
player?.play()
let uuid = isWalkingUUID
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
guard uuid == self.isWalkingUUID else { return }
player?.stop(withBlendOutDuration: 0.2)
restartAnimation(atTimeOffset: timeOffset, duration: duration)
}
} else {
player?.stop(withBlendOutDuration: 0.2)
}
}
restartAnimation(atTimeOffset: 33, duration: 0.6)