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Question Animation delayed to switch

Discussion in '2D' started by QueenRosa, Sep 28, 2023.

  1. QueenRosa

    QueenRosa

    Joined:
    May 10, 2023
    Posts:
    15
    1. so this is my issue and i have no idea how to fix it !! (view video) https://files.fm/u/cjbkrj3emh
    2. does anyone have any idea, because i guess its waiting for the idle animation to finish

    3. but id love that delay to not be there and i also dont want to wait for the running animation to stop before idling again

    4. this is the code, btw



      Code (CSharp):
      1.     void FixedUpdate()
      2. {
      3.         rb.velocity = movementInput * moveSpeed;
      4.  
      5.         bool state = false;
      6.  
      7.         if(rb.velocity.magnitude > 0) {
      8.             anim.SetBool("isRunning", true);
      9.         } else {
      10.             anim.SetBool("isRunning", false);
      11.         }
      12.  
      13.         if (movementInput.x < 0) {
      14.             state = false;
      15.         } else if (movementInput.x > 0) {
      16.             state = true;
      17.         } else {
      18.             state = spriteRenderer.flipX;
      19.         }
      20.  
      21.          spriteRenderer.flipX = state;
      22. }
      23.      void OnMove(InputValue movementValue){
      24.         movementInput = movementValue.Get<Vector2>();
      25.  
      26.         anim.SetBool("isRunning", true);
      27.     }
      i added one in the on move input as you can see just in case. didnt work lol.

      1. i think its just an animator issue but i dont know how to fix it, any help is appreciated
     
  2. venediklee

    venediklee

    Joined:
    Jul 24, 2017
    Posts:
    143
    no one is going to click on a random link, upload it to youtube or something
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Debug animation issues just like you debug code. Bring up the animator window and see what states are happening in realtime. Slow down the game Time settings if it's going by too fast.

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.