What i’m doing here is passing to the Animator system a facingDir float, which is always -1 or 1, wich means Left and Right. And then all my animation states are blend trees that select between LEFT or RIGHT animation based on the facingDir attribute.
What i’m noticing is that the first frame after a transition between states the blend tree plays the wrong motion before playing the right one. I.E: If my character is moving RIGHT, then when the state machine transition to the Run animation, the blend tree will play the RUN LEFT animation for one frame, and readjust for RUN RIGHT the next frame onwards.
This happens even though in the Animator the blend tree has the RUN RIGHT correctly selected and the facingDir parameter never changes to the wrong value, but for one frame the character playes the RUN LEFT one.
Not sure if this is a bug or something particular to the blend tree. Either way i wanna know if there’s something i can do to correct this behavior before redesigning my animation states to not use blend trees.
Hi, I am also running into a very similar problem, just I have 2D pixel art sprites and when transitioning from attack animation to idle, the wrong frame plays(more in the middle of idle animation) and then it starts idle animation from start as normal… did you find any solution? If you did, please share it, it would be greatly appreciated!
I had the same problem. I had Exit Time uncheck already, but didn’t check under that for Transition Duration(s). Once I changed that to 0 from the default of 0.25, everything worked perfectly. Thanks, Paul!