Search Unity

  1. Unity 2018.1 has arrived! Read about it here
    Dismiss Notice
  2. Scriptable Render Pipeline improvements, Texture Mipmap Streaming, and more! Check out what we have in store for you in the 2018.2 Beta.
    Dismiss Notice
  3. If you couldn't join the live stream, take a peek at what you missed.
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Learn more.
    Dismiss Notice
  5. ARCore is out of developer preview! Read about it here.
    Dismiss Notice
  6. Magic Leap’s Lumin SDK Technical Preview for Unity lets you get started creating content for Magic Leap One™. Find more information on our blog!
    Dismiss Notice
  7. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Nested Rigidbody Joints cause Animator to flicker :O

Discussion in 'Physics' started by crdmrn, Jun 12, 2018.

  1. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    23
    As the title says, that's the question:
    - I have a Rigidbody-based CharacterController, with some nested Joints to have hanging arms using IKs.
    - On the controller GameObject I also have an Animator component with a Locomotion BlendTree and an Idle loop.
    - As long as the Joints are attached to the RigidBody, the Animator transitions flicker, even if the IK weight is set to 0.
    - This happens also if i take the Joints out of the GameObject, while leaving them connected to the Rigidbody.
    - Whitout the Joint the transitions work just fine.

    Any clue where this might come from? Or is that a known issue?