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animation controller any state is interupting my animation chain

Discussion in 'Animation' started by oxrock, Feb 20, 2017.

  1. oxrock

    oxrock

    Joined:
    Mar 19, 2014
    Posts:
    1
    When my character is idle, his "animID" is 0, attacking his "animID" is 1, casting a skill "animID" is 2, etc. As it stands currently, I have any state in my animation controller starting my first in a long transition chain of idle animations should my property integer "animID" == 0. Sadly, the second animation in that long animation chain gets broken and reset to that first animation by any state because "animID" is still 0. Is there a way to utilize any state to allow simplistic transitions between animations states while still allowing chaining? If so, a simple explanation/demonstration would be excellent.

    Disclaimer: I feel as if my tag choices for this question are horrible. Sadly my choices were extremely limited, my apologies.
     
  2. jaybennett

    jaybennett

    Joined:
    Jul 10, 2012
    Posts:
    165
    i do something somewhat similar. would recommend a second "phase" parameter which controls subactions within your main action (idle, attack, skill, etc).

    transition to the first idle animation when animId == 0 and phase == 0, then increase the phase