I have a spritesheet animation with transitions, but I don’t actually need a transition between the two animations. That’s why I set all the transition times to 0, and no exit time.
I want the animation to jump straight into the next animation without any interpolation at all.
This works fine, except that Unity complains about it:
Difference in effective length between states is too big. Transition preview will be disabled.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
In this article, the author suggests not using transitions at all in favor of Animator.Play:
I hadn’t seen that article, but it sounds very similar to what I say in mine. ![]()
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Thanks, I was actually wondering about that! It seems a LOT easier to just set the state directly — if you’re a coder.
I do like the workflow where the coder just sends a variable to the animator, and then the animator can decide what to do with it. This allows artists / game designers to tweak the game without the coder having to decide everything.
But perhaps the coder could create a global variable where you can set the animations for each state in the Unity editor.