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Question by nschrag · Dec 13, 2012 at 04:52 PM · animationmecanim

Using Mecanim animation state machine, how can a state transition to itself?

There doesn't appear to be a built in way to have a state transition to itself. A trivial example of when this would be desired is in a melee combat system, where PunchLeft can be done twice in a row.

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avatar image Staross · Jan 28, 2013 at 09:16 PM 0
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Doesn't seems to be possible. I have the same problem with run and walk, I would like to stay in the run state ins$$anonymous$$d of going back to walk. I guess I can solve it with a blend tree, but in your punch example I don't know how it's supposed to work...

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Answer by yamaciller · Jan 29, 2013 at 09:53 PM

Simply loop the punch while the key is pressed. If you have a leave condition, just leave the state to a different one.

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Answer by Staross · Feb 01, 2013 at 06:22 PM

So playing a bit with it, the trick is to make sure all transitions conditions are false and the animation is looped.

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avatar image Dorque · May 06, 2013 at 12:37 AM 0
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Thanks, this plan worked for me.

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Answer by wren945 · Mar 29, 2013 at 08:31 AM

I wonder why it cannot transit to itself. Unity has this problem from the legacy animation system, and they solved it with functions like PlayQueued/CrossFadeQueued, which was really not intuitive.

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Answer by Durabel · Sep 13, 2014 at 09:24 PM

Have two identical states transit to each other on the same transit condition.

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