I’ve created a quick “jab” animation for my character with the intention of the player being able to press the punch button basically as fast as he wants and having the animation cut off the old one and restart anew over and over. So far it is not working at all.
I placed the “jab” animation in the animator twice, with a transition between the two copies that is the same in both directions: if the appropriate attack trigger is set by way of GetButtonDown it runs the animation. Both also have transitions leading back to the “standing” animation if the exit time is reached. I thought this would allow the animation to start itself over back and forth. Apparently not.
Other behavior I’m seeing that I don’t understand:
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When any of my animations run, the blue bar that shows its progress in the animator runs to the end at seemingly the right time, but then the bar starts over and runs about halfway through again, even though the animation already ended. I do not have loop time enabled.
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If I create an animation that is exceedingly fast, it plays differently in the animation preview than at runtime. For instance if I make my jab too fast, rather than the hand reaching all the way up to shoulder level before returning back to the hip like it does in the preview, instead it only makes a small attempt to reach out before coming back in.
I’m sure my issue is fundamental as I’m still getting the hang of things. But if you can get me on track to having fast repeatable animations, I’d be grateful.