Hello,
Having a small issue with "attack" not playing its animation.
In the Current order:
ANIMATION SETTINGS - attack
run to target
attack
runtobase
The "attack" animation will not work....however with some trouble shooting
Funny thing is, when I change the order to:
attack
runtotarget
runtobase
The "attack" animation works.
So pretty much anything that requires the player ( or enemy ) to run to target , the animation will not play.
So what could be happening here, I can not for the life of me see the fix?
My first thought was something to do with distance to target but not sure really. :(
Mecanim animations can be tricky - the attack animation is most likely overruled by the run/idle animation coming from the combatant's auto move animation.
Adding a small wait step (e.g. 0.1) before the attack animation should be able to solve that. Otherwise you can change your animator controller's setup with transitions from the different states to the attack state using parameters.
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with out seeing your animator its hard to tell you where your going wrong. ork plays the animations so in order to make them work right you have to set up the animations correctly in ork as they are set up in the animator. normally your walk run idle states would be in a blend tree but since ork dosent feed a speed and turn value to the animator so you can not do this. so you stick them in as regular states and have them called on play..
heres an old tut i made which will give you the basics you need to make a controller work with ork correctly http://forum.orkframework.com/discussion/933/tutorial-legacy-and-mecanim-set-ups#latest
its a little old but still worth the time to go over since this kind of set up still works fine.
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In the Status - Attack settings - I added a extra Event that adds "0.1 wait" before the "Attack" event fires off. Seems to do the trick :)
Also thank you Wtyson for the reference info very useful, i have bookmarked it.
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