Search Unity

Animator.MatchTarget broken with low fps

Discussion in 'Animation' started by adre, Jul 29, 2017.

  1. adre

    adre

    Joined:
    Mar 28, 2014
    Posts:
    38
    Hi everyone,
    i have a matchtarget controlled animation for climbing ledges.
    I just realized that it's not framerate indipendent, and when i have low FPS it does not work anymore.

    Any suggestion?
    Thank you in advance.

    These are the gifs of the behaviour, is easier to show than to explain:

    WITH GOOD FPS

    WITH BAD FPS


    I'm using a rigidbody character and this is the code i am using in FixedUpdate:

    Code (CSharp):
    1. if (anim)
    2.         {
    3.             AnimatorStateInfo state = anim.GetCurrentAnimatorStateInfo(0);
    4.  
    5.             if (Input.GetButtonDown("ps4_X") && climbHandPos != null  && !hasJumped ) {
    6.                 anim.SetBool("Climb",true);
    7.  
    8.  
    9.             }
    10.  
    11.             if (Input.GetButtonDown("ps4_analog_button") ) {
    12.                 GetComponent<IKControl>().lampActive = !GetComponent<IKControl>().lampActive;
    13.  
    14.  
    15.             }
    16.  
    17.             if ( state.IsName("Base Layer.Climb") && !anim.IsInTransition(0) && climbHandPos != null )
    18.             {
    19.  
    20.                 anim.SetBool("Climb",false);
    21.                 transform.rotation = climbHandPos.transform.rotation;
    22.                 GetComponent<IKControl>().ikLookActive = false;
    23.                 GetComponent<IKControl>().lookObj = null;
    24.                 GetComponent<IKControl>().ikRHandActive = false;
    25.                 GetComponent<IKControl>().ikLookActive = false;
    26.                 GetComponent<IKControl>().rightHandObj = null;
    27.                 GetComponent<IKControl>().leftHandObj = null;
    28.                 GetComponent<Collider>().enabled = false;
    29.  
    30.                 anim.MatchTarget(climbHandPos.position, climbHandPos.rotation, AvatarTarget.RightHand, new MatchTargetWeightMask(new Vector3(1, 1, 1), 0), anim.GetFloat("MatchStart"),anim.GetFloat("MatchEnd"));
    31.                 anim.MatchTarget(climbHandPos.position, climbHandPos.rotation, AvatarTarget.RightFoot, new MatchTargetWeightMask(new Vector3(1, 1, 1), 0), 0.4f, 0.7f);
    32.  
    33.                 hasJumped = true;
    34.             } else {
    35.  
    36.                 GetComponent<Collider>().enabled = true;
    37.                 climbHandPos = null;
    38.             }
    39.  
    40.             if (hasJumped && state.normalizedTime > 0.6f)
    41.             {
    42.                 GetComponent<Collider>().enabled = true;
    43.  
    44.                 hasJumped = false;
    45.             }
    46.         }
     
  2. adre

    adre

    Joined:
    Mar 28, 2014
    Posts:
    38
    Seems like flagging "Animate Physics" in the animator solved the problem.
    I'll do more testing and in case i'll update here.
     
    dyupa and theANMATOR2b like this.