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using UnityEngine;

[RequireComponent(typeof(Animation))]
public class VAB_AnimationTester : MonoBehaviour
{
    public AnimationClip[] clips;
    public bool loop = true;

    private Animation _anim = null;


    void Start()
    {
        _anim = gameObject.GetComponent<Animation>();

        QueueClips(clips);
    }

    void Update()
    {
        if (!_anim.isPlaying && loop)
            QueueClips(clips);
    }

    void QueueClips(AnimationClip[] animclips)
    {
        for (int i = 0; i < animclips.Length; i++)
        {
            _anim.AddClip(animclips[i], animclips[i].name);
            _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
        }
    }
}

enter code here
public class VAB_AnimationTester : MonoBehaviour
{
    public AnimationClip[] clips;
    public bool loop = true;

    private Animation _anim = null;


    void Start()
    {
        _anim = gameObject.GetComponent<Animation>();

        QueueClips(clips);
    }

    void Update()
    {
        if (!_anim.isPlaying && loop)
            QueueClips(clips);
    }

    void QueueClips(AnimationClip[] animclips)
    {
        for (int i = 0; i < animclips.Length; i++)
        {
            _anim.AddClip(animclips[i], animclips[i].name);
            _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
        }
    }
}
using UnityEngine;

[RequireComponent(typeof(Animation))]
public class VAB_AnimationTester : MonoBehaviour
{
    public AnimationClip[] clips;
    public bool loop = true;

    private Animation _anim = null;


    void Start()
    {
        _anim = gameObject.GetComponent<Animation>();

        QueueClips(clips);
    }

    void Update()
    {
        if (!_anim.isPlaying && loop)
            QueueClips(clips);
    }

    void QueueClips(AnimationClip[] animclips)
    {
        for (int i = 0; i < animclips.Length; i++)
        {
            _anim.AddClip(animclips[i], animclips[i].name);
            _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
        }
    }
}

enter code here
added 117 characters in body
Source Link
public class VAB_AnimationTester : MonoBehaviour { public AnimationClip[] clips; public bool loop = true;
private Animation _anim = null;


void Start()
{
    _anim = gameObject.GetComponent<Animation>();

    QueueClips(clips);
}

void Update()
{
    if (!_anim.isPlaying && loop)
        QueueClips(clips);
}

void QueueClips(AnimationClip[] animclips)
{
    for (int i = 0; i < animclips.Length; i++)
    {
        _anim.AddClip(animclips[i], animclips[i].name);
        _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
    }
}

}

public class VAB_AnimationTester : MonoBehaviour
{
    public AnimationClip[] clips;
    public bool loop = true;

    private Animation _anim = null;


    void Start()
    {
        _anim = gameObject.GetComponent<Animation>();

        QueueClips(clips);
    }

    void Update()
    {
        if (!_anim.isPlaying && loop)
            QueueClips(clips);
    }

    void QueueClips(AnimationClip[] animclips)
    {
        for (int i = 0; i < animclips.Length; i++)
        {
            _anim.AddClip(animclips[i], animclips[i].name);
            _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
        }
    }
}
public class VAB_AnimationTester : MonoBehaviour { public AnimationClip[] clips; public bool loop = true;
private Animation _anim = null;


void Start()
{
    _anim = gameObject.GetComponent<Animation>();

    QueueClips(clips);
}

void Update()
{
    if (!_anim.isPlaying && loop)
        QueueClips(clips);
}

void QueueClips(AnimationClip[] animclips)
{
    for (int i = 0; i < animclips.Length; i++)
    {
        _anim.AddClip(animclips[i], animclips[i].name);
        _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
    }
}

}

public class VAB_AnimationTester : MonoBehaviour
{
    public AnimationClip[] clips;
    public bool loop = true;

    private Animation _anim = null;


    void Start()
    {
        _anim = gameObject.GetComponent<Animation>();

        QueueClips(clips);
    }

    void Update()
    {
        if (!_anim.isPlaying && loop)
            QueueClips(clips);
    }

    void QueueClips(AnimationClip[] animclips)
    {
        for (int i = 0; i < animclips.Length; i++)
        {
            _anim.AddClip(animclips[i], animclips[i].name);
            _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
        }
    }
}
Source Link

public class VAB_AnimationTester : MonoBehaviour { public AnimationClip[] clips; public bool loop = true;
private Animation _anim = null;


void Start()
{
    _anim = gameObject.GetComponent<Animation>();

    QueueClips(clips);
}

void Update()
{
    if (!_anim.isPlaying && loop)
        QueueClips(clips);
}

void QueueClips(AnimationClip[] animclips)
{
    for (int i = 0; i < animclips.Length; i++)
    {
        _anim.AddClip(animclips[i], animclips[i].name);
        _anim.PlayQueued(animclips[i].name, i == 0 ? QueueMode.PlayNow : QueueMode.CompleteOthers);
    }
}

}