hello
i follow a tutorial that was supposed to be for unity 4.x
but i use it in 5
when i have an transition the guy on the tutorial says exit time so when it stops
but i dont have that
so is there anything that i can use for that? in replace
hello
i follow a tutorial that was supposed to be for unity 4.x
but i use it in 5
when i have an transition the guy on the tutorial says exit time so when it stops
but i dont have that
so is there anything that i can use for that? in replace
You forgot to mention that you can still tick the “HasExitTime” tick box.
I was using the character controller I got from the Stealth demo and the one from the Unity Sample assets and when I upgraded to project to U5 I found that the animations no longer worked. It used to make use of exit time which now no longer exists so now what? I forgot how exactly I used it but I recall that “HasExitTime” tick box saved my bacon.
Whenever I hit the Up button to make Ethan turn and run upwards, his animation would stall and he would just stand there till I released the run button and pressed up again. His turning animation never exited so I had to stop moving to force the controller to go back to idle and transition to walk, instead of turn. That tick box saved my bacon.
Unity making Unity assets not work. That is just weak. Giving us samples that don’t work? Really? That’s what it’s come to now? Sad…
Why in the world, though, would you remove exit time? It was the perfect way to say “play this animation and once you are done, go to the next one”. How are we supposed to do that now? I.e. for a basketball game I press X and want the character to bend his knees to the “aiming pose” that players can get to by holding Y. Once he has reached that pose, immediately transition into the jump animation.
Holding Y gives you time to aim your shot, pressing X does a quick shot… except, Mecanim no longer allows me to do that… Great. Fantastic. Superb! …not
If I have it right, we can still do that like before but instead of it being a parameter now, it is now a tick box with a field to complete if the box was ticked. So the functionality is still there but it is implemented differently now. Is that correct?
Rant alert. Feel free to skip (unless you work for Unity, then listen up)
Unity is pushing for us to use Mecanim for all our animation needs, saying that they will eventually get rid of the legacy system completely. I have tried to embrace that and try to do absolutely all my animations of anything using Mecanim but stuff like this really disappoints me… Knowing I can just download the Mecanim Sample scene, drag the character controller onto my character and know it will work… oh, wait, no, Unity’s own Mecanim samples no longer work in Mecanim / Unity… Great. Now where am I gonna get a a quick character movement prototype? Oh, that’s right, they made us one! Awesome! The one where Ethan ducks for cover every time I enter a trigger because the sample controller sees triggers as colliders and has him duck whenever he is in the presence of other colliders. Great. Can’t wait to use THAT instead of the one that has been working perfectly since forever… until they broke it…