Okay, so whenever I use:
AnimationTrack.Stopped:Wait()
It fires whenever the animation is stopped like this AnimationTrack.Stop()
which is expected. But is there a different event for when the animation finishes playing all the way through?
Okay, so whenever I use:
AnimationTrack.Stopped:Wait()
It fires whenever the animation is stopped like this AnimationTrack.Stop()
which is expected. But is there a different event for when the animation finishes playing all the way through?
It is meant to fire when the AnimationTrack stops playing. If this is not happening, it must be because you’re testing this inside Studio without an active session. Try running the game and then attempting to use the event.
no that isn’t what they want
that line of code works, they just want to know if there is a signal that runs when the animation is finished
here is the problem
like @Bikereh said using AnimationTrack.Stop()
will run the signal
they want it to only run if the animation completely finishes
repeat task.wait() until AnimationTrack.TimePosition == AnimationTrack.Length
the code I sent should work perfectly