I’m using a blend tree to control my various walk/idle animations. However, I’m making a 2D game, so there are unique animations meant to be used in each direction. If I give an input that doesn’t match with the current directions, Unity will occasionally spit out a weird blend of two directions (i.e. legs facing one way and the torso facing the other).
animator.SetFloat("X", movementDirection.x);
animator.SetFloat("Y", movementDirection.y);
Currently, I just have certain animations set closer to the “intercepts” (X=0 / Y=0) to favor those, which seems to help a little, but does not fix the problem.
Is there a way to use blend trees, but stop it from actually blending animations?