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"Empty" Animator transition is overriding other trigger based transition
I have an attack animation with two outgoing transitions. The first of which is a trigger based transition that leads to a second attack (Trying to implement combos) and the second is an empty transition that is supposed to bring the character back to idle once the attack animation is finished and the trigger for the second attack is not triggered. I rearranged the order of the transitions to ensure that the trigger based one takes priority, but for some reason it never responds to the trigger for the second attack, always going back to idle. I have verified that the second trigger is in fact getting hit. I am lost as to why this is happening. Any help is appreciated, thanks in advance.
Answer by ramaya947 · Nov 23, 2020 at 09:29 PM
Hm, seems as though removing the "Exit Time" from the transition into the second attack from the first solved the issue. I guess issues occur when an animation parameter is triggered whilst another animation with an exit time is playing. That kind of sucks though, because then I cannot force the first attack animation to finish playing. Can someone explain to me why triggers behave like this. Would a better way to do it, instead of using triggers, be to use booleans instead?