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Animator does not make transition if speed = 0
I have an animator with two states: Idle and Running. I have a variable called "speed" used to make the transition between states and also "speed" is the multiplier for the Running state clip speed.
In code I tie the speed of my character with this "speed" animator variable but when the character comes to a stop, the animation freezes and the animator is kept in the Running state. If I remove the multiplier, the states changes as expected but this is not the behaviour I want, because my character can move at variable speeds.
So after a lot of tests, I came to the conclusion that if the animation speed is 0, then it won't make a transition until speed is greater than 0.
Any ideas to overcome this limitation?
I've tried both but no change. The state just freezes until the clip speed is set to a value greater than zero.
Actually, I think I may have figured it out. Regardless of whether or not the clip uses an exit time, I think you need to set the transition time to zero. That appears to have fixed it for me.
I have this issue when I call Animator.Play in the FixedUpdate(), haven't found a fix yet.
Answer by watsonsong · Jun 13, 2016 at 11:17 AM
Change the translate time from percentage to fix duration.
Answer by Sprite101 · May 14, 2016 at 06:06 AM
I'm having this exact same issue. Does anyone know of a solution?
EDIT: Actually, I think I may have figured it out. Regardless of whether or not the clip uses an exit time, I think you need to set the transition time to zero. That appears to have fixed it for me.
To add to this fix, I had to uncheck the box "Has Exit Time". Just setting the "Exit Time" to 0 didn't fix it in my case.
Answer by cmonroy · May 14, 2016 at 06:06 PM
Check if the idle animation has been imported to loop, as it may be playing only once.
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