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Question by ina · Jun 05, 2015 at 07:24 PM · animatormecanimnavmeshnavmeshagentstate

NavMeshAgent animation - sliding

How do you make sure that a NavMeshAgent undergoes the right transition in order to not slide - or to get stuck in the timing of an odd state?

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Answer by TimHeijden · Aug 05, 2015 at 10:53 PM

I assume your animation uses root motion to move the object? In that case you can implement your own "root motion" through script.

In a script that is on the same gameObject as your animator, do the following:

 void OnAnimatorMove()
 {
     // You'd have to set this value yourself, lots of ways to do that with the animator.
     bool isMoving = true;
 
     if (isMoving)
     {
             agent.velocity = CharacterAnimator.deltaPosition / Time.deltaTime;
             agent.speed = CharacterAnimator.deltaPosition.magnitude / Time.deltaTime;
     }
     else
     {
             agent.velocity = Vector3.zero;
             agent.speed = 0.00001f; // Setting it to 0 can cause agent to do weird stuff
     }
 }

You'll notice in the inspector that the animator component now notes the "Apply Root Motion" variables as "Handled By Script".

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Answer by nextage575 · Nov 22, 2019 at 05:44 AM

Open this link and read out NavMesh Agent and Animator.

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