Hi, I have a problem with the animator, after a while I use the character, mainly when I perform more operations in a short time, the animator stops blending the various animations and resumes its correct functioning only once I have pressed a few ticks, maybe in order to perform some kind of refresh of the animator. It also happens in build.
Do you know why this happens? Here is a video to show you my problem. qql4j
I have exact same issue, If I do a Play or Crossfade from code during Mecanim transition all animations stop blending.
If I then go in the animator and manually do something (anything) lets say untick and tick āHas Exit Timeā the Animator will start doing transitions correctly again.
Another way to get to this is to do a transition with no exit time and all values on 0. Not as stable at getting this bug as the script version, no idea why.
Is there a command we can run to simulate this Mecanim refresh that we do by interacting with it?
For me this happened if i called two crossfades shortly after each other so that they āoverlapā each other. Is this bug or by design i dont knowā¦ Work around was to use triggers from any state to get similar behaviour.
I can confirm this, however I would love to avoid doing it this way and just activate animations through code. The whole UI becomes huge mess real quick so Im trying to avoid adding to it.
Sent in a bug report with a test project with this problem to Unity a month ago. 0 communication.
This issue is easily reproducible in all versions of unity 2018+
Im on 2020 alpha, the issue is still there. No one gives a crap about this problem it seems.
Ran into the same issue: Trying to Play or Crossfade from script while animator is in transition leads to corrupt animator internal states, e.g. following Crossfades not using transition time. I see that calling animator.Rebind() while in transition allows me to call Play and Crossfade again. Not perfect, but seems to work as the looked for āMecanim refreshā command. (Iām on 2019.2)
Itās 2024 and I am having the exact same problem.
Iām crossfading into a falling animation, but that kills the mecanim transition conditions for the landing animation. Now the entire falling loop must play to the end before it transitions which is exactly what I donāt want.