Okay so this is a bit hard to explain… so i have a isometric tile based game and i want it so if the player tries to walk into a solid wall that they cant it does a little wiggle or bounce back animation (like you may have seen in other games) so i made an animation that makes the player bounce back and then return to his original position… and it works fine, but only for the direction i animated it for. so say if the player walks into a wall forward it bounces him back and then forward, but if the player walks into a side wall not infront of him it bounces him to the side and back (AKA not the right way)
What is the control setup you are using, root motion or code driven?
What is the set up of the specific animation used - is it using root motion or not?
Is the animation created in Unity or externally?
The animation is made in unity… and im just controlling his rotation in code, the animation isnt using root motion because when i tried applying root motion it just made the animation not even play at all.
Creating a new simple scene with the character with only the walk, bump, and turn animations - with a ultra simple controller - does the issue still persist?
Yeah also i dont have turn animations… when the character turns im just using a lerp from his current rotation to the rotation he should have. but yes the problem still happens. it seems like no matter what the animation only plays from the axis it was made, and the animation dosnt change depending on the objects rotation.
Are you using legacy animation?