I created animations from within Unity using a multiple sprite sheet where all the body parts were separate and assembled into the scene. I have a Player object with a child for each object for the player facing up, down, left, and right, with children for each object for their body parts facing those directions. The objects for each instance of the character are stacked on top of each other in the scene.
Using blend trees for idle and walk animations, I was hoping to smoothly transition between animations. Perhaps since each directional character exists in the scene under one parent, I can’t seem to deactivate individual objects of a directional character on starting the game. Using animation to deactivate the other objects for when the current character is animating produces this funky result:
The overlapping doesn’t occur if I set transition time to 0, but it’s not the effect I’m aiming for. How can I get this to work, or how can I build my animations to prevent this from happening in the future?