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Question by subver · Mar 07, 2016 at 03:54 PM · mobileunity5spritesanimator controller2d sprites

Certain animation states not playing on mobile. Not sure if it's my code or a bug.

Ok so this code works on PC/Mac but not mobile. I'm just not sure if it's a bug or not. My setup is fairly simple. I've got an idle animation, moving left (loop) and moving right (loop), then transition animations into those states.. idle to left, idle to right, and then left to right/right to left. I'm just not confident enough in my code to be sure it's a bug. You can only move left or right.

Maybe I will strip the project down to just the animation player and controls and post the project somewhere, not sure if anyone would want to go through it, maybe it would help if I posted the actual project?

I just don't know if my code is the proper way to go about it.

If you have a second, here is the code for PC/Mac for controlling the animations (in Update()):

  if (moveHorizontal < 0) {            
      if (GlobalControl.direction == "right") {
          resetAllTriggers ();        
          animator.SetTrigger ("playerRightToLeft");
      } else {
          resetAllTriggers ();
          animator.SetTrigger ("playerStraightToLeft");
          GlobalControl.direction = "left";
      }   
  }
     
  if (moveHorizontal > 0) {                
      if (GlobalControl.direction == "left") {
          resetAllTriggers ();
          animator.SetTrigger ("playerLeftToRight");
      } else {
          resetAllTriggers ();
          animator.SetTrigger ("playerStraightToRight");
          GlobalControl.direction = "right";    
      }
  }
     
  if (moveHorizontal == 0) {
      if (Input.GetKey (KeyCode.LeftArrow) == false 
      && Input.GetKey (KeyCode.RightArrow) == false 
      && (animator.GetCurrentAnimatorStateInfo(0).IsName("Player-LeftToRight") == false) 
      && (animator.GetCurrentAnimatorStateInfo(0).IsName("Player-RightToLeft") == false)) 
      {
          if (GlobalControl.direction == "left") {
              resetAllTriggers ();
              animator.SetTrigger ("playerLeftToStraight");        
          } else if (GlobalControl.direction == "right") {
              resetAllTriggers ();
              animator.SetTrigger ("playerRightToStraight");
          }
      }
  }


And here it is for mobile:

 if (moveHorizontal < 0) {
     if (GlobalControl.direction == "right") {
         resetAllTriggers ();        
         animator.SetTrigger ("playerRightToLeft");
     } else {
         resetAllTriggers ();
         animator.SetTrigger ("playerStraightToLeft");
         GlobalControl.direction = "left";
     }
 }
 if (moveHorizontal > 0) {
     if (GlobalControl.direction == "left") {
         resetAllTriggers ();
         animator.SetTrigger ("playerLeftToRight");
     } else {
         resetAllTriggers ();
         animator.SetTrigger ("playerStraightToRight");
         GlobalControl.direction = "right";    
     }
 }
 if (Input.GetTouch(0).phase == TouchPhase.Ended && moveHorizontal == 0 
 && (animator.GetCurrentAnimatorStateInfo(0).IsName("Player-LeftToRight") == false) 
 && (animator.GetCurrentAnimatorStateInfo(0).IsName("Player-RightToLeft") == false)) {
             
     if (GlobalControl.direction == "left") {
         resetAllTriggers ();
         animator.SetTrigger ("playerLeftToStraight");    
     } else if (GlobalControl.direction == "right") {
         resetAllTriggers ();
         animator.SetTrigger ("playerRightToStraight");
     }
 }
 

Basically what is happening on Mobile is the animation never goes into the playerLeftToStraight (left to idle) or playerRightToStraight (right to idle) animation, which is where the OnStateExit callbacks are being called (they basically just change GlobalControl.direction back to "straight")

Sorry it might be a bit convoluted..

and this is what I'm using for the player's movement (in FixedUpdate()):

 if (!Input.touchSupported) {
     if (Input.GetKey (KeyCode.LeftArrow)) {
         moveHorizontal = Mathf.Lerp(moveHorizontal, -1, 1f);
     } else if (Input.GetKey (KeyCode.RightArrow)) {
         moveHorizontal = Mathf.Lerp(moveHorizontal, 1, 1f);
     } else {
         moveHorizontal = Mathf.Lerp(moveHorizontal, 0, 1f);
     }
 } else {
     if (Input.touchCount > 0) 
     {
         if (Input.GetTouch(0).position.x < Screen.width / 2) {
             moveHorizontal = Mathf.Lerp(moveHorizontal, -1, 1f);
         } else if (Input.GetTouch(0).position.x > Screen.width / 2) {
             moveHorizontal = Mathf.Lerp(moveHorizontal, 1, 1f);
         }
     } else {
         moveHorizontal = Mathf.Lerp(moveHorizontal, 0, 1f);
     }
 }
 Vector3 movement = new Vector3 (moveHorizontal, 0.0f, 0.0f);
 rb.AddForce (movement * speed);
 
 

I'm not happy with the Lerp stuff right now but for the sake of it working I'll just use that for now. Ideally I'd like to replicate the Input.GetAxis for mobile. I thought that might be the issue so I changed them both to the same Lerp code and still no dice.

Maybe I'm just going about this code completely wrong?

Anyway I know it's a lot to ask to sift through this code, but if you do have a chance to I really really would appreciate it so much!

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