Hi, I’ve gotten about half way through the unity stealth tutorial, and I’ve noticed that when I move my character around, it’s somewhat buggy. They hiccup a little bit when they stop. I loaded up the Done Scene and the character moves very smoothly but, mine looks a bit glitchy(you stop and for a second you see the player an inch ahead of themselves and then move back really quick). Is there something that i’m missing. I thought I followed the tutorial to the letter but I’m not sure what i’ve been doing wrong. I’ve checked the script and its fine. I even looked at the animator controller and I can’t see any flaw. Does anybody have an idea on what this might be?
There are two things you can try, the first would simply be to compare the done project ‘animator’ with your project ‘animator’ in detail, if they are identical you could submit a bug, but it will likely be user error somewhere along the way so at this stage it would be hard to identify what may be wrong. Alternatively you could follow another tutorial and see if you run into any similar issues with the ‘standard assets’ controllers and animations. For example:
At the end of the day if you don’t run into the same problem with your own characters/animations then you are fine, but if you do it should be easier to see where there is an issue.
i’ll double check it, In fact I may just start the tutorial over too see if I get the same results, then i’ll know for sure if it’s a user error. I’m mostly assuming its just something on my part though. Either way i’ll get my answer. Thanks for replying.
After starting a new tutorial, I’m almost positive i’ve made no mistakes, but when I try to move the character, there is still some buggy movement when the character comes to a stop. Also when importing the tutorial from the assets store I get multiple muscle clip errors like this
MuscleClip 'humanoid_runForward_turnWide' conversion warning: Bone position is different in avatar and animation
'LeftLeg' : position error = 7.696519 mm
'LeftFoot' : position error = 15.233784 mm
ImportFBX Warnings:
Node 'Hips' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node 'Spine' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node 'Chest' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node 'Neck' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node 'Head' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node 'RightShoulder' has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
It’s not as obvious with the camera movement, but still somewhat noticeable
As for the Animator i’ve compared them the “Done” animator as closely as I can with the one I created and I’ve even replaced mine with the “Done” animator, but I still get the same results
As far as I can tell, after fiddling with it, that it’s probably a performance issue. Though I don’t think my computer is ancient enough to have trouble with a game like this. Anyways that’s my best guess.
Hi - if you can submit a bug report with your version through Unity > Help > Report a bug - then our QA team can try and replicate the problem. When you submit it adds data about your machine, unity version etc. which may help isolate the issue in regard of perfromance vs user error vs a bug. so please include clear concise steps to reproduce what you see from the project. You can submit the reference number here at a later date if you’ve not had it replicated after a week or so. Here are some more guidelines may help speed this process up:
It wasn’t a bug. I wasn’t checking hard enough. The quality settings for my machine had to be lowered to improve fps. I’m not sure, but I think even unchecking the foot IK on mechanim helped as well.