I want to create a Boulderdash-like idling animation using Sprites:
- I have 4 idle animations (Standing, Eyeblinking, Foot-tapping, Blinking+Tapping)
- Each animation consists of 8 frames (running at 20fps)
- I’ve setup 2 Animator parameters “tap” and “blink”, that I set randomly to 0 or 1
- I’ve setup a state with a blend tree, with 4 motions (my idle animations), 2D Freeform Cartesian, corresponding to tap and blink parameters
What works so far: I can set tap and blink parameters to 0/1 and the proper animation is played. However, it gets immediately blended into the next state, and I want the current animation to finish first completely, before it switches to the next one.
How can I achieve this? I tried setting physics engine timestep to the same 20fps as the animations have, and change the random parameters only every 8 FixedUpdate() steps, but it isn’t really in synchronization.