Using Animations for the first time, trying to animate my UI Buttons. Two basic states, 1.buttons onscreen, 2.buttons offscreen. and 2 ‘transition’ states. here is my state machine :
two transitions are triggered with ‘exit time’ conditions (circled in red), and two are triggered with a bool, “ButtonsOnscreen”, circled in blue, offscreen transitions to entrance on
true, onscreen transitions to exit on
I want the buttons to ‘float’ on and off screen, ‘float on’ works, but ‘float off’ does a sort of spotty teleport instead. but if I change the [onscreen → exit] transition from bool to ‘exit time’, the transitions all work beautifully (endlessly floating on and off),
Essense of my question : if all I change is the ‘transition condition’, it breaks the exit animation. Any insight into where my understanding is incorrect appreciated. I thought transitions with multiple conditions would trigger on any of the conditions (i.e. a OR b, not… a AND b), and suggestions on how to achieve my goal as well, I think my animation clips are correct (i’m even reversing “entrance” to achieve “exit” animation), so i think i’m doing transitions wrong.
Edit: I’m not yet using code to set off triggers, just manually changing the parameter value inside the animator as the game runs.