Animations not transitioning

I have a basic Idle → Walk and Attacks sub state machine tree and all a sudden since I reformatted and pulled my game down from git I’m seeing frozen animation transitions.

When Idle loops it looks fine, then I go to walk which is based on a MovementSpeed param float and it transitions and works fine, the player walks fine… but when he stops and the speed goes to 0 properly he just freezes. In the Walk state the blue bar is frozen and Idle is looping, but visually he is stuck.

The transition from Walk to Idle is based off 10% no exit time and worked before I reformatted and pulled down the latest unity. I believe I was on 5.1.1 before but that doesn’t work either.

Another weird thing I see is if I attack while I’m “stuck” in Walk it shows the trigger being flagged true but is in a queue frozen til I walk again and then the trigger fires for Attack out of nowhere.

EDIT: This seems directly tied to the fact I have my MovementSpeed go to 0 and it freezes the animation before the transition is allowed to occur. This worked fine in 5.1 so not sure if something was “fixed” that now causes this to fail. It makes complete sense that 0 speed means do nothing, but now I have to find a way for 0 to allow transition and also slow the speed down of the animation.

Umm… You might want to check on your Transitions and make sure they are clean, and not “overlapping”. :slight_smile:

I had to create a new mecanim param called AnimSpeedMovement and set that to 1 any time I set MovementSpeed to 0. The issue is i tied MovementSpeed directly into the Speed -< Multiplier param binding mechanic they introduced in Unity 5.1

This worked fine but since the transition from walk to idle is based on MovementSpeed < .01 it would flag the transition and Idle would loop yet the Walk animation never completes because 0 freezes it. If you are “chilled” which makes your movementSpeed .1 it is an amazing feature to tie in, but it comes with having to add different functionality in code rather than simply relying on the same mecanim param.

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Cool! Glad u figured it out :slight_smile: