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How to queue up animations so that input is not lost between transitions

Discussion in 'Animation' started by andysctu, Oct 25, 2015.

  1. andysctu

    andysctu

    Joined:
    Jun 14, 2014
    Posts:
    20
    Using Mecanim, if my character is in a transition between two states, say Idle and Locomotion, and I hit "Space" to jump, the character will not enter the "Jump" state because it was in a transition state while "Space" was pressed.

    This results in my character jumping off of the ground without animation.

    Is there a common fix to this? (i.e. instead of Any State -> Jump state, is there a "Any State + Any transition -> Jump State" option?

    Thanks
     
  2. r3david

    r3david

    Joined:
    Jul 3, 2012
    Posts:
    5
    you probably have states: idle -> jump and locomotion->jump. So in the settings of the transition from idle -> locomotion you can set it so it can be interrupted by other transitions in the "current" or the "next" states, which in this case will be idle or locomotion. Select the transition and on the inspector there should be a option called settings, unfold that and check for 'interrupt source'. Check the manual for mecanim transitions: http://docs.unity3d.com/Manual/class-Transition.html