Mecanim transitions in Unity 5 not firing - Has Exit time

If you are updating Mecanim variables in your script but your transitions aren’t firing, select the transition in question and make sure the “Has Exit Time” option is ticked off. New transitions that are created seem to have this on by default(why?).

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Hi!
Thanks for the info, that actually helped me solve an other issue!
Added to this default “has exit time” you pointed out, the settings for the animation transitions had a default duration and offset that were messing with my animation. For exemple from my “idle” to “run”, the character was “sliding” in his idle state before starting to run right when I hit the keys and same on his way from “run” to “idle”. I believe the “duration” and “offset” caused the animation to go until last frame instead of stopping when the key was not pressed anymore.
I fixed that by unchecking the exit time box and by putting the duration and offset to 0 in both transition.

It would be nice to know why there are these changes from 4.6 to 5 because it really messes our animations (and i’m not even taking about the scripts like the fact that “rigidbody2D” has to be replaced by “GetComponent()” for example.

I was trying to animate a standard material in unity 5 and I see that the emission color is not stored in the animations … I think is a bug

Yep, it got me confused as well. I had a character that was idle or walking in default state and then strafing left or right, but the horizontal and vertical axes input was so delayed I didn’t know what was going on. Make sure to tick off ‘Has Exit Time’ checkbox after you click on the arrow transition.