Hi Everyone,
I have an animation of a character flying down, and then an automated exit that once the animation is completed, it will play the idle animation.
Both of these animation states have an animation trigger coming out of them, which makes the character fly back up. The problem arises when I call this trigger right before the automated exit trigger is called by Unity’s animation system. I can see it trying to trigger my fly up animation, and then it gets overridden by the automated transition exit.
The trigger that I call needs to be able to be called at any time when in either of these animations to make the gameplay feel smooth, which is why both of them have the trigger coming out of them.
There are no issues when I call the trigger soon in the first animation, or at any time in the second one, and when slowing down time, I can repro it nearly 100% when I call it right before it hits the transition trigger from Down to Idle.
I’ve attached the setup below with the parameters, and links to visualise it better:
Am I setting something up incorrectly? Because this really feels like a bug with Unity more than me doing something wrong, but I want to verify this setup makes sense, or if there is a more sensible approach to this.
- All 3 transitions have interruption sources completely opened, so I allow every animation to take over if it so chooses (so I have more control in my code)
- Only the fly down to idle transition has an exit time
Any help would be greatly appreciated, because this is causing quite a nasty deadstate