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Question by beelzeboss · May 11, 2015 at 06:39 PM · animatorscript.mechanim

machanim animation triggered twice

I was wondering if anybody has experienced an issue with mechanim where it plays an animation twice using SetTrigger. I have looked and seen a few people with this mostly in 2D games but not yet found a solution.

The anim is basically being called in an update my understanding is it works like a bool where it switches true then sets itself to false. The anims transition from idle using a condition to the ready anim then back to idle. If I add the condition to the ready back to idle transition it will fix the issue but I would rather work out whats going on than hack it

could this be an issue with using it in an update function?

here is the bit of code I am using I am having the same issue with another animation as well.

 if (countdownText.text == "5") {
 
 
 Debug.Log ("GameBegin");
 animator.SetTrigger ("Get ready");
 }

I have checked the animation state machine and I can see it running through twice

any thoughts on this?

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avatar image Griffo · May 11, 2015 at 07:27 PM 0
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The

 if (countdownText.text == "5")

is that only true for 1 frame ? else SetTrigger will keep firing

I usually use something like ..

 private var getReadyState = Animator.StringToHash("Base Layer.Get Ready");
 private var currentBaseState : AnimatorStateInfo;
 private var _animator = GetComponent.<Animator>();
 
 function Start ()
 {
     _animator = GetComponent.<Animator>();
 }
 
 function Update ()
 {
     currentBaseState = _animator.GetCurrentAnimatorStateInfo(0);
     callAnimation();
 }
 
 function callAnimation ()
 {
     while(currentBaseState.nameHash != getReadyState)
     {
         _animator.SetTrigger ("Get ready");
         yield;
     }
 }

avatar image Griffo · May 11, 2015 at 07:31 PM 0
Share

Or another way is call a boolean of 1 frame ..

 PlayOneShot("Get ready");
 
 /*              ----------------------------
     triggers the bool of the provided name in the animator.
     the bool is only active for a single frame to prevent looping.
 */
 function PlayOneShot (name : String)
 {
     _animator.SetBool(name, true);
     yield WaitForSeconds(0);
     _animator.SetBool(name, false);
 }
 //              ----------------------------
avatar image beelzeboss · May 11, 2015 at 07:40 PM 0
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cheers I'll take a look at this

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