Hi!, I’m using a PS4 game pad, and I have an issue. Maybe you can help :). My character has a blend-tree to manage the IDLE and move animations, and when I let the analog stick go back quickly to the center, the blend transition from run to IDLE go too fast. When I use keyboard this transition is OK. So, I assume that the coordinates of the analogical stick change to fast in this case, for this reason the blend tree go fast too. So, Is a way to clamp the variation velocity of the coordinates of the analogical stick? Any idea to fix this?. I was searching and I can’t find nothing to solve this issue. Help please Thanks!!!
Well, you could keep a separate Vector3 and using your input value, use something like Vector3.MoveTowards to smooth the transition so it wasn’t immediate.
Try the dampener value in SetFloat.
Both solutions fix the issue partiality. In my case, the character runs or walks independently from the stick, but when I tried to turn the walk and run system dependently from the stick (analogical) and if I let the stick go back to the center quickly, all works good now, but if I turn it back to the center with the fingers, the character go to IDLE faster, slower than before and much better, but the issue still partially present. But!, my game is a Resident Evil like, so, my character runs or walk if the player press the “turn run/walk” button. So!, issue fixed now ;). Thanks you very much guys. How I put this tread as “solved?”