Hello,
I am running into an issue where the character starts stuttering because it interrupts the run animation with the idle animation. For reference, I did a quick recording:
https://drive.google.com/open?id=15BHJySn6LrbT9TZLkr6OiRtVFPUfV2b8For set up, I followed along exactly (granted using different animations) with the mecanim tutorial, and so far my google searches haven't turned up anyone else running into the issue.
Do you know what might be the issue?
Thanks!
Will
I did that too at first and got the same stutter.Every time it'd go to loop the walk animation it would run through the transition first, play the idle, then play the walk again.
I do have Idle, Walk and Run to all be a Play Mode of CrossFade with 0.1 seconds. They also have a duration of 0 if that's relevant?
It seems to be having trouble knowing if the prefab is moving or still.
Here's my animation settings as well:
I appreciate you taking the time to help!
You can also try to set up the movement animations as transitions with parameters instead of playing them, e.g. using a Bool parameter, in which case you need to set up both start and stop parameter changes in ORK.
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The part where it specifically says "stuttering movement" and to mess with the run/sprint thresholds. Changing those values have fixed the stuttering and I can't believe I missed it.
Thanks for your time everyone haha
Generally, I'd recommend sticking with the legacy animation system, unless you're forced to use Mecanim (e.g. your models already coming with that setup). The legacy system allows a lot more control (also for ORK) and makes less of a headache.
When using Mecanim, don't forget to define a Duration in your ORK animation setup, as otherwise the Wait options in events don't work due to Mecanim having no way to tell how long an animation takes ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!