Guts

I have a backflip animation that skips a portion of the animation in unity. When I press "reload" on the skeleton animation script, the issue is resolved, but only during that play session, and causes a slew of other problems anyway. Any ideas what could causing this? Demo below.



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Edit:
Turns out if I set the mixing speed to anything >= 0.5 on the transition from running on wall to falling from wall, I get skipping on the fall animation. Setting it to anything .49 or lower fixes it. Very strange. I don't know what to make of it, but problem solved for now.
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Guts
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Pharan

What's mixing speed?

It didn't quite make sense.
Reloading the entire skeleton data and reinstantiating the skeleton at runtime, after all that was already done at load time, certainly shouldn't make a difference, unless there's something in your code that somehow lost their references and acted differently as a result.
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Pharan

Pharan
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Guts

Sorry, not mixing speed. I meant mix duration - the 3rd parameter of the SetMix function. Yeah, pressing the reload while the game was playing changes how mixing works, for me at least. You can even see in the video that after I press the reload button, the jump animation shows the character running in the air, which it doesn't normally do. Strange indeed.
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Guts
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