I have a good amount of animations for my player, and I want them all to be able to transition to and from each other, so I thought connections them to AnyState would work, something like this:
runAnimation
^
|if running
| if jumping
AnyState-------------->jumpAnimation
|
|if idle
v
idleAnimation
However, when the value that decides which animation to transition to is set, it constantly tries to transition to the begging of an animation. This is because AnyState keeps interrupting itself and keeps requesting the begging of the same animation. I was wondering how I could prevent AnyState from interrupting itself, or if there is some workaround I can use to mimic what I am trying to accomplish.
Thanks in advance!