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.
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.
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.
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…).
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?
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
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.
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).
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.