Problems with States and Transitions in the Animator

Hello I am verry new to Unity and wanted to animate my Charakter for an Action RPG Game,
so I started to work with the “Animator” but i think there is something wrong in my settings.

The Problem is, if an State has already 2 transitions I can´t select the Animation anymore.

Figure 01: Idle → Walk (no Problem)

Figure 02: Walk → Run (Make Transition does not exist)

If I first set up the Walk → Run animation I cant choose transition between Idle and Walk.

If i leftklick on walk after that the Inspector window shows up like this.

So I think the problem is I can´t choose a State If it already has 2 transitions but why is it like this and can I change it enywere ?

Excuse me for my bad english I am from Germany and Unity started to be a Hobby a few Month ago.
Thanks for the Help.

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This is definitely a bug. It seems it was introduced in Unity 2020.3.31f1.

Making a transition completely breaks the state in the animator for me. I’m about to submit a bug report, and you can as well if you like. I’m honestly very surprised this bug made it into an LTS version of Unity.

How to report bugs: Unity QA: Building quality with passion

For now, I would recommending downloading 2020.3.30f1, as this bug is not present there. You can download older versions by going to Unity Hub, Installs, Archive, download archive.

Direct link: Download Archive

2 Likes

Thank you for the fast answer. Tomorrow i will report this Bug.
If I klick on the 3 points on the top right corner and choose Maximize everything works as normal. But still can´t see the Inspector window ( because Animator is Maximized…).

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Version 2020.3.30f1 works just fine. Thanks again.

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Thanks for reporting this bug @Unrighteouss , could you let me know the fogbugz id your report has so that I can take a peek at how it is coming along?

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Sure, I think this is the ID: 1412226

If you need more information than that, please let me know.

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Having the same problem, State with two transitions bugged.
I noticed that the state configuration are still full in the inspector, but something is hiding it(passing the mouse over it changes the cursor in some points of the inspector).
I´ve just send a report. ID: 1412574

Same issues with 31f Duplicated states are broken (Just Reported it)
1azztk

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Same for me 2020.3.31f1

Thank you for all your reports, a fix is currently being verified by QA.

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Yeah, this also happens to me as well using 2020.3.31f1

Here is the bugs issue tracker, so you can follow the progress:

There is a workaround, switch inspector to Debug mode and you can create transitions.

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It worked on 2020.3.32

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This bug is still happening for me. I’ve tried 2020.3.31f and 2020.32f, and the bug is still present. Adding a transition breaks the animation behaviour, regardless of what is in it, when the animator was created or any other factors. I’ve looking through older controllers, and the bug is still there however the animators still function.

I’ll have to revert to an earlier installation. This seems like a very big problem to be present for 2 versions. Creating a character controller is impossible.

I have a problem with animation transition. Using Unity 2020.3.33f1

SOLVED:
The problem was that: Animator was jumping to Idle state as soon as “isMoving” was set to false.
I had to explicitly state that in order to change from Move to Idle that isDucking is false. :slight_smile:

I have a 1-frame animation state called “Player Duck.”
I allow transitioning into this state from “Player Move” without Exit time, and Transition Duration is 0.

There is always some transition happening when changing between these two states, and it’s super annoying because I think I know how this is supposed to work.

The transition to “Player Duck” is not instantaneous.
I tried with a trigger which I thought made more sense, but I also tried with boolean (more recent).

I “trigger” the animation using a coroutine:

    IEnumerator CollectItem(Item item)
    {
        isCollecting = true;
        myAnimator.SetBool("isDucking", isCollecting);
        InventoryItem newItem = new InventoryItem(item.Sprite, item.Size, item.name);
        playerInventory.AddItemToInventory(newItem);
     
        yield return new WaitForSeconds(.5f);
        isCollecting = false;
        myAnimator.SetBool("isDucking", isCollecting);
    }

Inspector view for the transition:

A fix for this issue has landed in Unity 2020.3.33f1.
Thank you all for your reports, and do let us know if you have any more issues!

2 Likes

I don’t find it weird that it made trough LTS, it’s why we keep having updates

LTS versions are supposed to be stable. This is my first time seeing something like this in the 5+ years I’ve been using Unity, so it’s pretty weird to see.

It’s all fixed in the latest LTS versions though, so all good now.