ok so seems if you try to start animations by setting bools or use things like speed variables the animator will have a delay but doing animator.play("statename",0); wont give a delay but only problem with this method is you lose blending :/ if anyone has any ideas for a solution on this please do tell
Not a solution if you want to stay inside ORK Framework´s out of the box controllers. Like I pointed in a earlier post, if you want to take full advantage of mecanim´s blend trees you will need to code your custom controller or try a third party character controller.
Naturally these delays are caused by your animator controller setup, e.g. exit times in states. ORK doesn't do anything else than either setting a parameter or using the play or crossfade functions.
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yep, sorry I miss the c# part. So, quick answer, no I don´t have any delays in my custom character controller (which I created from the unity´s TPC as a template). I posted a video in the showcase section of the WIP.
@GIL this post is not ork related. @RustedGames wierd you do any thing with bools or speed parameters say inside IEnumerator? using StartCoroutine? seems the issue may lie there. since my setup isnt a controller but a movie cut scene where things have to be timed
edit nvm seems to just be the animator not starting things right away for got i have a bool set on awake that takes 8 seconds to start -_-
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Like I pointed in a earlier post, if you want to take full advantage of mecanim´s blend trees you will need to code your custom controller or try a third party character controller.
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ORK doesn't do anything else than either setting a parameter or using the play or crossfade functions.
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edit nvm seems to just be the animator not starting things right away for got i have a bool set on awake that takes 8 seconds to start -_-
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames