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What is the best method to animate and evaluate player body with animator?
I am using Unity's default animator for animating my character. I have navigation clips, idling clips, combat combo clips etc... I am providing transitions between clips with parameters, so if conditions are met animation changes. Here comes the problem; I have State Machine Behaviours for each navigation state. So If animation is "walking", State Machine Behaviour changes Player.state(int). So Player.cs handles the movement according to state integer provided by State Machine Behaviours.
My question is, is it a good practice to accomplish this or instead of doing this, should I apply the player movement first(in Player.cs) and than animate the player?
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