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Question by IgorAherne · Mar 16, 2017 at 01:48 AM · animatorloopstateself

Instant AnimationState transition back into self is predictable?

Hello,

In StateMachine Behaviors, is there a way to do the following:

From the OnStateExit(), check if the state is in transition, and is in fact transitioning back into self?

 if (animator.IsInTransition(layerIx) == false) {
         return false; //always returns here :(
  } 

 AnimatorStateInfo next_state = animator.GetNextAnimatorStateInfo(layerIx);
 AnimatorStateInfo curr_state = animator.GetCurrentAnimatorStateInfo(layerIx);

 if (next_state.fullPathHash == curr_state.fullPathHash) {
     return true; //loops into self
 }


Even if I comment "is in transition block" the next_state has fullPathHash as zero, although the state does transition into self. My transition back into self has length of 0.0 in mecanim, so it's instant.

thank you

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Answer by IgorAherne · Mar 18, 2017 at 01:31 AM

Ok I've solved it by signing up to an external monobehavior singleton, into its dictionary of function pointers.

That singleton skipped one frame, then invoked all those function pointers for whome 1 frame has passed.

Singleton then removed all such invoked functions.

The functions themselves did a simple check within their StateMachineBehavior to see if the state's script's _myCached_fullPathHash_ofMyState is the same as _animator.GetCurrentAnimationStateInfo(_cachedLayerIx).fullPathhash

Because it was called 1 frame later, such deferred functions could see if there is a mismatch betweent he CUrrentAnimationStateInfo's hash and the previously stored one. In that case, I could assume the StateMachine behavior was existed sucessfully, and didn't, say, loop back into itself.

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