Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Riacosta · Mar 10, 2013 at 03:10 AM · animatormecanim

Animator controller instances

What I'm trying to do is just that my models (2 or more) start walking when I click on them!

I have a model with 2 animations, let's say "Walk" and "Idle". Walk animation starts when my bool parameter "isWalking" is setted to true (currently handled by the behaviour when the model is clicked). This work fine as expected.

The problem comes when I have two or more instances of the model and its behaviour. When I set the paremeter "isWalking" true, both instances start the walking animation.

Is this the normal behaviour of mecanim? If it is, what are the best practices in order to control the animation states of two or more different model instances?

  Animator animator;
     void Start()
     {
         animator = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (animator.GetCurrentAnimatorStateInfo(0).IsName("Base.Walk"))
         {
             animator.SetBool("isWalking", false);
         }
         RaycastHit hit;         
         if (Input.GetMouseButtonDown(0))
         {
             var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit, Mathf.Infinity))
             {
                 animator.SetBool("isWalking", true);             
             }
         }
     }

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Braian Correa · Dec 10, 2013 at 05:42 PM 0
Share

$$anonymous$$an, I am with the exact same problem here, and can't figure out why it happens.

When I change the parameter on the animator, it affects all instances.

Does anyone know if it is possible to change the parameter for the instance's animator only??

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Fragmental · Jul 12, 2018 at 03:22 AM

This is the second post on Unity answers I've found like this. I have the exact opposite problem I want to change the parameter once and affect all instances.

My guess is that either they significantly changed the way it works over the last 5 years, or your if (Input.GetMouseButtonDown(0)) code is getting called on all your instances. You could use a debug.log to check.

A line like Debug.Log(gameObject.name) will tell you the name of the attached object as well.

As it looks now, to solve my problem, I'm going to have to iterate through every instance to change them all and I really don't want to do that. Or constantly check in update, on each instance, for a trigger that will set the bool (as you are doing here). I don't want to do that either, since I only need it to happen once, not continually.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animator state not activating immediately.(URGENT) 0 Answers

Animation Impulse System? 1 Answer

Getting the position of an object in an AnimationClip ? 1 Answer

Mecanim Combo Tree returning to Idle State 1 Answer

Using Ragdoll on character with mecanim animator 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges