Hello,
It’s a multiplayer game, if a player reconnects while an animation is playing, I am sending him the current animation normalizedTime so he can keep up with the others. Using an Action/event, 2 animators are triggered.
1st animator is an environment one :
_animator.Play("Base Layer.EndGameTriggered", 0, animStartTime);
Works perfectly. uses Base Layer.
This is the “_animator” Animator Controller :
And the “Transitions” :
2nd animator is on the players :
PlayerAnimator.Play("EndGame.DeathFromStrike", 0, animStartTime);
Not working. animation never starts even if animStartTime = 0. Animator stays in the “IDLE” state.
This is the “PlayerAnimator” Animator Controller :
And the “Transitions” (which are not really used anymore since I’m using Play(…)) :
(I tried removing the transition to IDLE, not working)
Base Layer IS a blend tree.
What am I doing wrong ? is the Play() with normalizedTime never working on sub-layers ? Script with Action/event should be good, everything worked when using animator.SetTrigger(“…”); (but I can’t set the time with settrigger.)
Thanks in advance !
using Unity 2020.3.15f2