Hi again,
I was following some tutorials to adapt the mecanim system of my character to new Ork 3, I´ve watched the Ork2 Rusted games tutorials
https://youtube.com/watch?v=8wbXdBipH5o&list=PLlTjzpNeSTizLbCI7mnx-DcIkCNy3rF_I&index=6 and watched the previous Ork 2 tutorials, because my character don´t use root motion animation. I used trigger parameters for play animations (jump, evade, attack etc) and the play parameters for walk and run animation. But when I play the game the characters move but don´t play the walk parameter animation and when I play Jump keycode, the player doesn´t jump, I don´t know If I forgot something or I didn´t set up parameters correctly.
When using Mecanim I'd recommend to forward the movement speed and let the animator controller handle playing idle/movement based on that. So, basically like the 3D action RPG tutorials, but instead of having the controls forward the speed, you have the animation setup do it.
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The other issue I found is the Jump key, I watched another project I made with Ork2, I tried to set up the same parameters to get the hero character jumping, but the character doesn´t jump when I press the respective keycode.
How's your player control set up?
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https://imgur.com/a/pRe70by
https://imgur.com/a/F91k2p0
Then when I press space keybar, it happens something like this video
https://imgur.com/BZPTLlR
Also, make sure you're using the Find Ground settings for your combatant (or general combatant settings for all).
The jump animation is only played when using auto animations - otherwise use the Set Vertical Speed setup in your combatant's Mecanim animations to forward the jump/fall speed like horizontal movement speed.
Generally, the jump functionality from the Button player controls are very simple, so if you want to have better jumping I'd recommend using custom controls.
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I create another Animation controller for my player character with triggers parameters (for walk, jump attack etc) In the action RPG tutorials uses one float parameters for speed and Root Motion with blend tree for movement
As I said earlier, when not using root motion, use the set parameter speed options and you can still use the same animation setup (blend tree).
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