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Question by NIOS · Aug 04, 2015 at 01:49 PM · animation3rd person controller

Added animation to 3rd person controller being overridden by idle animation.

So I'm attempting to add a dance animation to the default 3rd person controller in Unity (My own models are being used, so it's not quite the same, but that shouldn't matter). I have added variables for the new animation and I almost got it to work, however, the idle animation keeps overriding the dance animation. Here is the code pieces you need to see:

 function Update() {
 var dance = Input.GetButton("e");
     if (dance){
     _characterState = CharacterState.Dancing;
     }
     

This part of the update function determining the character's state. Simple enough. I added a new state.

This next part is where it gets annoying. This is the section determining the animation to be used for its corresponding state.

This part is my state's script.

 if(_animation) {
    if(_characterState == CharacterState.Dancing) 
     {
     _animation.CrossFade(danceAnimation.name);
     }
             

The problem is, the idle animation works a little different, and keeps stopping the dance animation. Here it is:

 if(controller.velocity.sqrMagnitude < 0.1) {
     _animation.CrossFade(idleAnimation.name);
     }

The problem is, anytime the player is not moving, it automatically plays the idle animation. In game, what happens is; while you hold e, the dance animation's first frame flashes repeatedly in between frames of the idle animation. So the two are fighting.

I tried adding the dance animation state line as part of the idle line, and I also tried making the idle lines run a test to make sure that the state was not the dance state, and then it can play. No matter what, I get the same result.

I am genuinely stumped and hoping someone else can help me along. Thanks.

[EDIT] Here is the full and nasty script. The lines being tampered with begin at 328.

 // Require a character controller to be attached to the same game object
 @script RequireComponent(CharacterController)
 
 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;
 public var danceAnimation : AnimationClip;
 
 public var walkMaxAnimationSpeed : float = 0.75;
 public var trotMaxAnimationSpeed : float = 1.0;
 public var runMaxAnimationSpeed : float = 1.0;
 public var jumpAnimationSpeed : float = 1.15;
 public var landAnimationSpeed : float = 1.0;
 public var danceMaxAnimationSpeed : float = 1.0;
 
 private var _animation : Animation;
 
 enum CharacterState {
     Idle = 0,
     Walking = 1,
     Trotting = 2,
     Running = 3,
     Jumping = 4,
     Dancing = 5,
 }
 
 private var _characterState : CharacterState;
 
 // The speed when walking
 var walkSpeed = 2.0;
 // after trotAfterSeconds of walking we trot with trotSpeed
 var trotSpeed = 4.0;
 // when pressing "Fire3" button (cmd) we start running
 var runSpeed = 6.0;
 
 var inAirControlAcceleration = 3.0;
 
 // How high do we jump when pressing jump and letting go immediately
 var jumpHeight = 0.5;
 
 // The gravity for the character
 var gravity = 20.0;
 // The gravity in controlled descent mode
 var speedSmoothing = 10.0;
 var rotateSpeed = 500.0;
 var trotAfterSeconds = 3.0;
 
 var canJump = true;
 
 private var jumpRepeatTime = 0.05;
 private var jumpTimeout = 0.15;
 private var groundedTimeout = 0.25;
 
 // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
 private var lockCameraTimer = 0.0;
 
 // The current move direction in x-z
 private var moveDirection = Vector3.zero;
 // The current vertical speed
 private var verticalSpeed = 0.0;
 // The current x-z move speed
 private var moveSpeed = 0.0;
 
 // The last collision flags returned from controller.Move
 private var collisionFlags : CollisionFlags; 
 
 // Are we jumping? (Initiated with jump button and not grounded yet)
 private var jumping = false;
 private var jumpingReachedApex = false;
 
 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
 private var movingBack = false;
 // Is the user pressing any keys?
 private var isMoving = false;
 // When did the user start walking (Used for going into trot after a while)
 private var walkTimeStart = 0.0;
 // Last time the jump button was clicked down
 private var lastJumpButtonTime = -10.0;
 // Last time we performed a jump
 private var lastJumpTime = -1.0;
 
 
 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 private var lastJumpStartHeight = 0.0;
 
 
 private var inAirVelocity = Vector3.zero;
 
 private var lastGroundedTime = 0.0;
 
 
 private var isControllable = true;
 
 function Awake ()
 {
     moveDirection = transform.TransformDirection(Vector3.forward);
     
     _animation = GetComponent(Animation);
     if(!_animation)
         Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
     
     /*
 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;    
     */
     if(!idleAnimation) {
         _animation = null;
         Debug.Log("No idle animation found. Turning off animations.");
     }
     if(!walkAnimation) {
         _animation = null;
         Debug.Log("No walk animation found. Turning off animations.");
     }
     if(!runAnimation) {
         _animation = null;
         Debug.Log("No run animation found. Turning off animations.");
     }
     if(!jumpPoseAnimation && canJump) {
         _animation = null;
         Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
     }
             
 }
 
 
 function UpdateSmoothedMovementDirection ()
 {
     var cameraTransform = Camera.main.transform;
     var grounded = IsGrounded();
     
     // Forward vector relative to the camera along the x-z plane    
     var forward = cameraTransform.TransformDirection(Vector3.forward);
     forward.y = 0;
     forward = forward.normalized;
 
     // Right vector relative to the camera
     // Always orthogonal to the forward vector
     var right = Vector3(forward.z, 0, -forward.x);
 
     var v = Input.GetAxisRaw("Vertical");
     var h = Input.GetAxisRaw("Horizontal");
 
     // Are we moving backwards or looking backwards
     if (v < -0.2)
         movingBack = true;
     else
         movingBack = false;
     
     var wasMoving = isMoving;
     isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
         
     // Target direction relative to the camera
     var targetDirection = h * right + v * forward;
     
     // Grounded controls
     if (grounded)
     {
         // Lock camera for short period when transitioning moving & standing still
         lockCameraTimer += Time.deltaTime;
         if (isMoving != wasMoving)
             lockCameraTimer = 0.0;
 
         // We store speed and direction seperately,
         // so that when the character stands still we still have a valid forward direction
         // moveDirection is always normalized, and we only update it if there is user input.
         if (targetDirection != Vector3.zero)
         {
             // If we are really slow, just snap to the target direction
             if (moveSpeed < walkSpeed * 0.9 && grounded)
             {
                 moveDirection = targetDirection.normalized;
             }
             // Otherwise smoothly turn towards it
             else
             {
                 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                 
                 moveDirection = moveDirection.normalized;
             }
         }
         
         // Smooth the speed based on the current target direction
         var curSmooth = speedSmoothing * Time.deltaTime;
         
         // Choose target speed
         //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
         var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
     
         _characterState = CharacterState.Idle;
         
         // Pick speed modifier
         if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
         {
             targetSpeed *= runSpeed;
             _characterState = CharacterState.Running;
         }
         else if (Time.time - trotAfterSeconds > walkTimeStart)
         {
             targetSpeed *= trotSpeed;
             _characterState = CharacterState.Trotting;
         }
         else
         {
             targetSpeed *= walkSpeed;
             _characterState = CharacterState.Walking;
         }
         
         moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
         
         // Reset walk time start when we slow down
         if (moveSpeed < walkSpeed * 0.3)
             walkTimeStart = Time.time;
     }
     // In air controls
     else
     {
         // Lock camera while in air
         if (jumping)
             lockCameraTimer = 0.0;
 
         if (isMoving)
             inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
     }
     
 
         
 }
 
 
 function ApplyJumping ()
 {
     // Prevent jumping too fast after each other
     if (lastJumpTime + jumpRepeatTime > Time.time)
         return;
 
     if (IsGrounded()) {
         // Jump
         // - Only when pressing the button down
         // - With a timeout so you can press the button slightly before landing        
         if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
             verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
             SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 function ApplyGravity ()
 {
     if (isControllable)    // don't move player at all if not controllable.
     {
         // Apply gravity
         var jumpButton = Input.GetButton("Jump");
         
         
         // When we reach the apex of the jump we send out a message
         if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
         {
             jumpingReachedApex = true;
             SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
         }
     
         if (IsGrounded ())
             verticalSpeed = 0.0;
         else
             verticalSpeed -= gravity * Time.deltaTime;
     }
 }
 
 function CalculateJumpVerticalSpeed (targetJumpHeight : float)
 {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt(2 * targetJumpHeight * gravity);
 }
 
 function DidJump ()
 {
     jumping = true;
     jumpingReachedApex = false;
     lastJumpTime = Time.time;
     lastJumpStartHeight = transform.position.y;
     lastJumpButtonTime = -10;
     
     _characterState = CharacterState.Jumping;
 }
 
 
 function Update() {
 var dance = Input.GetButton("e");
     if (dance){
             _characterState = CharacterState.Dancing;
             }
     
     if (!isControllable)
     {
         // kill all inputs if not controllable.
         Input.ResetInputAxes();
     }
 
     if (Input.GetButtonDown ("Jump"))
     {
         lastJumpButtonTime = Time.time;
     }
 
     UpdateSmoothedMovementDirection();
     
     // Apply gravity
     // - extra power jump modifies gravity
     // - controlledDescent mode modifies gravity
     ApplyGravity ();
 
     // Apply jumping logic
     ApplyJumping ();
     
     // Calculate actual motion
     var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
     movement *= Time.deltaTime;
     
     // Move the controller
     var controller : CharacterController = GetComponent(CharacterController);
     collisionFlags = controller.Move(movement);
     
     // ANIMATION sector
     if(_animation) {
                     if(_characterState == CharacterState.Dancing) {
             _animation.CrossFade(danceAnimation.name);
                 }
         if(_characterState == CharacterState.Jumping) 
         {
             if(!jumpingReachedApex) {
                 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);
             } else {
                 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);                
             }
         } 
         else 
         {
      if(controller.velocity.sqrMagnitude < 0.1 && _characterState != CharacterState.Dance)
      {
          //if your character is neither moving nor dancing, make its characterState Idle
          _characterState = CharacterState.Idle;
               while(_characterState == CharacterState.Idle)
      {
          //play animation
          _animation.CrossFade(idleAnimation.name);
      }
      }
      
 
      
      
             else 
             {
                 if(_characterState == CharacterState.Running) {
                     _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
                     _animation.CrossFade(runAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Trotting) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Walking) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }        
             }
         }
     }
     // ANIMATION sector
     
     // Set rotation to the move direction
     if (IsGrounded())
     {
         
         transform.rotation = Quaternion.LookRotation(moveDirection);
             
     }    
     else
     {
         var xzMove = movement;
         xzMove.y = 0;
         if (xzMove.sqrMagnitude > 0.001)
         {
             transform.rotation = Quaternion.LookRotation(xzMove);
         }
     }    
     
     // We are in jump mode but just became grounded
     if (IsGrounded())
     {
         lastGroundedTime = Time.time;
         inAirVelocity = Vector3.zero;
         if (jumping)
         {
             jumping = false;
             SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit )
 {
 //    Debug.DrawRay(hit.point, hit.normal);
     if (hit.moveDirection.y > 0.01) 
         return;
 }
 
 function GetSpeed () {
     return moveSpeed;
 }
 
 function IsJumping () {
     return jumping;
 }
 
 function IsGrounded () {
     return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
 }
 
 function GetDirection () {
     return moveDirection;
 }
 
 function IsMovingBackwards () {
     return movingBack;
 }
 
 function GetLockCameraTimer () 
 {
     return lockCameraTimer;
 }
 
 function IsMoving ()  : boolean
 {
     return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
 }
 
 function HasJumpReachedApex ()
 {
     return jumpingReachedApex;
 }
 
 function IsGroundedWithTimeout ()
 {
     return lastGroundedTime + groundedTimeout > Time.time;
 }
 
 function Reset ()
 {
     gameObject.tag = "Player";
 }
 
 


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Answer by MachoBrizzin · Aug 05, 2015 at 10:11 PM

Perhaps you should call the dance var inside the animation sector. That might just fix the problem with your animation "flashing". As for the test not working in the other answer, I'm not sure why it isn't but you can go around that with this:

 if(controller.velocity.sqrMagnitude < 0.1) {
             var dance = Input.GetButton("e");
     if (dance){
             _characterState = CharacterState.Dancing;
             }
     
                 if (_characterState == CharacterState.Dancing) {
                 _animation.CrossFade(danceAnimation.name);
                 }
                 else
                 _animation.CrossFade(idleAnimation.name);
             }

Hope that works.

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avatar image NIOS · Aug 05, 2015 at 10:18 PM 0
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Thanks bro ;)

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Answer by imilanspinka · Aug 04, 2015 at 05:38 PM

Try simply adding an Idle state to your enum, and only play the animation when ChS is Idle. Make ChS becoming Idle only when character is neither moving nor dancing

 if(controller.velocity.sqrMagnitude < 0.1 && _characterState != CharacterState.Dance)
 {
     //if your character is neither moving nor dancing, make its characterState Idle
     _characterState = CharacterState.Idle;
 }
 
 while(_characterState == CharacterState.Idle)
 {
     //play animation
     _animation.CrossFade(idleAnimation.name);
 }

Try that. Also, it would be better if you posted your whole code. For example, I have no idea what the variable _animation is.

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avatar image NIOS · Aug 05, 2015 at 12:07 AM 0
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The code is a nasty 460 lines long. I'll put it up but don't say I didn't warn you.

The compiler doesn't like the test for some reason... it returns with " Operator '!=' cannot be used with a left hand side of type 'CharacterState' and a right hand side of type 'System.Object'." Any idea why? It should work... $$anonymous$$aybe the full script can help you.

avatar image NIOS · Aug 05, 2015 at 12:14 AM 0
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I added the full script. Hopefully that helps. Thanks again.

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