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Question by NoUJoe · Oct 21, 2014 at 05:16 PM · animationtriggerbugstuckmechanim

Mechanim trigger problem

So I have a really simple state mac$$anonymous$$ne. Theres literally an idle and a run. I'm using triggers to change states but I'm getting t$$anonymous$$s problem... So basically lets say you're idling, then you move, I set the Run trigger to true and it triggers the run, then I stop, and it sets the idle to true and plays the idle animation. I'm keeping track of what "animation state" you're in, in my code, that way I can ensure it only calls the trigger once when needed. All of that works fine. But I get t$$anonymous$$s problem where I can make the animation state get stuck in either of the states. I noticed that whatever trigger actually stays true until the transition is finished, t$$anonymous$$s is not me, t$$anonymous$$s is unity. So therefore, if I move, the run trigger gets set to true, then I stop during the transition, then move again quickly, it then gets stuck on the run animation. I know what the problem is, it's unity not setting the trigger to false the next frame w$$anonymous$$ch is what the docs say w$$anonymous$$ch again, is a load of bollocks. Any help? Need to use triggers btw

Thanks to whoever helps :)

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avatar image Griffo · Oct 21, 2014 at 05:19 PM 0
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Can you post your code please?

avatar image NoUJoe · Oct 21, 2014 at 05:28 PM 0
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sure thang

 void SetAnimation ()
     {
         if (currentAnimationState != previousAnimationState)
         {
             switch (currentAnimationState)
             {
                 case AnimationState.idle:
                 {
                     animator.SetTrigger ("Idle");
                     break;
                 }
                 case AnimationState.run:
                 {
                     animator.SetTrigger ("Run");
                     break;
                 }
             }
             
             //update the previous animation
             previousAnimationState = currentAnimationState;
             
         }
     }
avatar image 0tacun · Oct 21, 2014 at 06:56 PM 0
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You should use boolean instead of the trigger for this kind of setup. Triggers have a weird behaviour that they never get deactivated unless the transition is played . You should use triggers for idle->attack.

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Answer by Griffo · Oct 21, 2014 at 07:11 PM

I'd use somet$$anonymous$$ng like THIS to check and see if still in transition and only SetTrigger if false ..

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