Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by RensDevolp · Sep 30, 2019 at 04:39 PM · animationscripting problemanimatormecanim

Animation not consistent

Hello all,

I'm trying to debug a (probably) very simple problem, but I think I'm missing something. The problem is as follows: I have my main character with a few takedown animations (the ones by 3d-brothers in the asset store). My script activates the animation with a trigger and then moves the victim to a given location. But the weird thing is that sometimes my main character is inside the victim, sometimes it works perfect and sometimes the character does the takedown far away from the victim. I have no idea how to solve it. I have the collider of the victim deactivated and the rotation of the character disabled at the time of the attack. Here's the relevant part of my character script:

 [HideInInspector]
 public bool attackFinished;
 [System.Serializable]
 public struct Attack {
     public string name;
     public Transform position;
 }

 public Attack[] attacks;
 public AIScript victim;
 public CameraMovement cameraMovement;


 void Update(){
 if (Input.GetKeyDown(KeyCode.F)) {
             float smallestDistance = Mathf.Infinity;
             AIScript closestEnemy = null;
             AIScript[] allEnemies = FindObjectsOfType<AIScript>();
             print(allEnemies.Length);
             for (int i = 0; i < allEnemies.Length; i++) {
                 float distance = Vector3.Distance(allEnemies[i].transform.position, transform.position);
                 if (distance < 1 && distance < smallestDistance) {
                     closestEnemy = allEnemies[i];
                     smallestDistance = distance;
                 }
             }
             if (closestEnemy != null) {
                 float angle = Vector3.Angle(closestEnemy.transform.forward, transform.position - closestEnemy.transform.position);
                 if (angle > 100) {
                     StartCoroutine(AttackStealth(closestEnemy, 0));
                 } else if (angle < 45) {
                     StartCoroutine(AttackStealth(closestEnemy, 1));
                 }
             }
         }
 }  
 
 IEnumerator AttackStealth(AIScript victim, int attack) {
         canMove = false;
         cameraMovement.canRotate = false;
         animator.SetLayerWeight(2, 1);
         animator.SetTrigger(attacks[attack].name);
         victim.GetAttacked(attacks[attack].name, attacks[attack].position.position, attacks[attack].position.rotation);
         attackFinished = false;
         do {
             yield return null;
         } while (!attackFinished);
         animator.SetLayerWeight(2, 0);
         cameraMovement.canRotate = true;
         canMove = true;
         yield break;
     }


And the part of my AIScript:

 public void GetAttacked(string triggerName, Vector3 pos, Quaternion rot) {
     character.BeginAnimation(triggerName);
     pos.y = transform.position.y;
     transform.position = pos;
     transform.rotation = rot;
     Destroy(character);
     Destroy(agent);
     Destroy(GetComponent<CapsuleCollider>());
     Destroy(GetComponent<Rigidbody>());
     Destroy(this);
 }
 

the attackFinished bool is controlled by a mecamin script and goes to true when the takedown is finished.

I'm sure I'm missing something stupid, but I can't find what.

P.S. My character hierarchy is as follows: alt text

The character moves with root motion.

Thanks in advance and kind regards,

Rens

capture.png (6.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

433 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animation Legacy behavior -> Mecanim animation 1 Answer

Problems with using the same Animator Controller on multiple objects. 0 Answers

Mecanim state that keeps last pose? 0 Answers

animation scirpting 1 Answer

Need help with ledge climbing script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges