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Question by CybrWb · Nov 04, 2015 at 01:51 PM · scripting beginnermechanim

Parameter Values going crazy in mechanim when using SetFloat overload dampTime

I don't know if it's my computer, my code, Unity or what. But When I look at my Blend Tree values during testing, as soon as they go back to 0 all hell breaks loose. I mean, It doesn't effect the character, or animations... I'm assuming it's probably a divide by zero issue withing Unity, but I imagine if it was something as trivial as that I would have seen it in the 1000's of threads I read over the past 4 hours before finally deciding to post this.

I've tried everything I can think of to remedy the situation. putting the code in Update, FixedUpdate, LateUpdate, MorningUpdate, WeekendUpdate, Start, Select. Everything. I mean, I don't think it's effecting anything, I'm just one of those people that's really retentive about the details.

Has anybody else come across this issue, is it a known bug? I don't want to post my entire code if I don't have to. when removing the overloads and just using SetFloat without the dampTime and deltaTime, the problem goes away. Which I'm sure someone is going to have the wisdom of telling me to just leave it that way, except I need those. I do.

I just want to know if there is a way to fix it because it's buggin; the hell outta me and I can't get anything done.

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