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Jerky movement in blend tree

Discussion in 'Animation' started by spylefkaditis, May 31, 2020.

  1. spylefkaditis

    spylefkaditis

    Joined:
    Jul 3, 2016
    Posts:
    22
    Last edited: May 31, 2020
  2. MetalDonut

    MetalDonut

    Joined:
    Feb 7, 2016
    Posts:
    127
    I was just about to report the same thing. I've been experiencing this since 2019.3.1f but just updated to 2019.15f1 and it still does it.

    Can I ask you to try having your animator open (so you can see it) when playing in the editor and see if that smooths it out? I'm finding my blend trees "snap" between animations instead of blend between them too but only if I don't have the animator screen in view. This of course means builds don't work properly either. Oddly, if I have the animator screen open and in view when I play the game in the editor, the blends appear smooth and normal!!

    I think it may be a bug, but would love to know if you experience the same?

    Thanks,

    -MD
     
  3. spylefkaditis

    spylefkaditis

    Joined:
    Jul 3, 2016
    Posts:
    22
    Sorry for the late reply. It's happening with or without the animator window for me. I'm wondering if it has anything to do with my joystick input. Are the values perhaps changing too fast? I have no idea
     
  4. spylefkaditis

    spylefkaditis

    Joined:
    Jul 3, 2016
    Posts:
    22
    @MetalDonut So I think the issue I was experiencing was due to the way I was updating the parameters. I'm now using this implementation of SetFloat to set my parameters.

    Code (CSharp):
    1. public void SetFloat(string name, float value, float dampTime, float deltaTime);
    That will smoothly adjust the value causing the animation to blend smoother.

    I was under the assumption that the speed the parameters changed at didn't matter and the blend tree would just do magic and smooth things out.
     
  5. MetalDonut

    MetalDonut

    Joined:
    Feb 7, 2016
    Posts:
    127
    Ok, cool, I'll post mine as a separate issue. Glad you got it sorted!