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Question by markoelgrande0 · Jun 24, 2019 at 11:32 AM · animationmecanimpivot2.5d

Make pivot transition in mecanim in a 2.5d game?

So i have a 2.5d game, and i want to trigger a pivot animation in my animation tree when i want to change directions quickly while running, i dont know what would be the best way to do it, i tried the transition on a bool variable and on a trigger, but both become glitchy when i press the left and arrow keys quickly. Any ideas?

Here is my animation tree, ignore all the jumping leaping and pushing (quite messy i know)

https://imgur.com/a/en7491F

From my running 40 (running to the right animation) i have a transition to turn with the condition of is pivoting (bool) and then i have the transition back to running flipped with no exit time nor conditions

here is in video https://www.youtube.com/watch?v=wnjyVJ1pfTs&feature=youtu.be in the later part of the video the character keeps turning on its own

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class drive : MonoBehaviour
 {
     public Animator anim;
     public float translation;
     public Rigidbody rb;
 
     //TIME SINCE RUNNING TO THE RIGHT
     float timerSinceRunningRight = 0.0f;
     float secondsSinceRunningRight;
 
     //TIME SINCE RUNNING TO THE LEFT
     float timerSinceRunningLeft = 0.0f;       
     float secondsSinceRunningLeft;
 
     // Update is called once per frame
     void Update()
     {
         timerSinceRunningRight += Time.deltaTime;
         secondsSinceRunningRight = (timerSinceRunningRight % 60);
         //print(secondsSinceRunningRight+" seconds since running Right");
 
         timerSinceRunningLeft += Time.deltaTime;
         secondsSinceRunningLeft = (timerSinceRunningLeft % 60);
         //print(secondsSinceRunningLeft+" seconds since running Left");
 
         translation = Input.GetAxis("Horizontal") * speed;
         translation = translation * Time.deltaTime;
 
 
         if (translation > 0 && secondsSinceRunningLeft < 0.5f)
         {
             timerSinceRunningRight = 0f;
             Pivot();
             isRunningRight();
             Debug.Log("is Pivoting");
             
         }
         else if (translation > 0)
         {
             timerSinceRunningRight = 0f;
             isRunningRight();
         }
 
         else if (translation < 0 && secondsSinceRunningRight < 0.5f)
         {
             timerSinceRunningLeft = 0f;
             Pivot();
             isRunningLeft();
             Debug.Log("is Pivoting");
             
         }
 
         else if (translation < 0)
         {
             timerSinceRunningLeft = 0f;
             isRunningLeft();
 
         }
 
         else
         {
             idle();
 
         }
               
     }
 
     void isRunningRight()
     {
         anim.SetBool("isWalking", true);
         anim.SetBool("isWalkingFlipped", false);
     }
 
     void isRunningLeft()
     {
         anim.SetBool("isWalkingFlipped", true);
         anim.SetBool("isWalking", false);
     }
 
     void idle()
     {
         anim.SetBool("isWalkingFlipped", false);
         anim.SetBool("isWalking", false);
     }
 
              
     void Pivot()
     {
         {
             anim.SetBool("isPivoting",true);
         }
                     
     }
         
 }









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