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Question by wfsaxton · Dec 30, 2017 at 03:20 PM · animationanimatorcombat

Some animations not interrupting each other even with "Has Exit Time" unchecked

I have a basic combat animator, with "Idle", "Walk" and "Attack" animations, where I want all animations to be interruptible, except the Attack animation. Therefore "Has Exit Time" is unchecked for all transitions except "Attack -> Idle" and "Attack -> Walk".

This works as expected most of the time: any animation can interrupt any other animation, except Attacks can never be interrupted.

I noticed, however, that if I'm in an "Idle" state, then "Walk", then IMMEDIATELY "Attack", the "Attack" animation never fires. If I look close enough @ the Animator progress bars, it looks like there is a small period of time where, when "Walk" is fired, both "Idle" and "Walk" progress bars are still visible and it is during this time that "Attack" doesn't work. It's as if "Walk" is already busy interrupting "Idle" so that it doesn't allow "Attack" to interrupt anything.

Has anyone seen this before?

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Answer by wfsaxton · Dec 30, 2017 at 09:23 PM

The issue was that, when transitions occur too rapidly, they are "locked in" by default. I was able to figure it out from this blog post:

https://blogs.unity3d.com/2016/07/13/wait-ive-changed-my-mind-state-machine-transition-interruptions/?_ga=2.257667723.1257090072.1514303871-1808112035.1513715625

The proper way to allow transitions to interrupt transitions is to make sure that your transitions that you want to interrupt have the following settings:

  1. "Has Exit Time" is unchecked (so the animation itself can be interrupted)

  2. "Settings -> Interruption Source" is set to "Current State" (I believe this means allow the latest interruption to have precedence)

Once I did this for my "Idle -> Walk" and "Walk -> Idle" transitions, my "Attack" animation was able to interrupt them consistently.

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