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Doubled Animation Events In Blend Tree
My locomotion state is a 1D blendtree which uses a float "f_swordOut" to indicate if the character has draw his weapon to play a combat idle stance. f_swordOut has only two values 0 and 1.
The problem is that somehow if the character is running the animation event "footstep" is played two times. I assume because of the first running animation clip from the blend tree "swordSheated" and the second from "swordOut".
Is there a way to not prevent this to happen, without changing my mecanim setup?
Answer by HonoraryBob · Jul 08, 2018 at 09:00 PM
I'm dealing with a similar problem. I can think of a number of fixes such as having footsteps play only when colliders attached to the feet hit something, or having a single script process footstep "requests" and then only play one every X amount of time, suppressing the rest; but neither of those are very good options.