/// <summary> /// This can be used to loop an animation without having to set up a state machine explicitly /// For a more sophisticated control use AddController() /// </summary> public void playAnimationLoop(SSSkeletalAnimation anim, float transitionTime = 0f, int[] topLevelJoints = null) { _hierarchy.verifyAnimation(anim); var loopSM = new SSAnimationStateMachine(); loopSM.addState("default", anim, true); loopSM.addAnimationEndsTransition("default", "default", transitionTime); if (topLevelJoints == null) { topLevelJoints = _hierarchy.topLevelJoints; } var loopController = new SSAnimationStateMachineSkeletalController(loopSM, topLevelJoints); addController(loopController); }