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Question by reyd0905 · Aug 20, 2019 at 04:46 AM · animationnav mesh

Nav Mesh Velocity With Blend Tree (or simple state handling)

So I have a question involving nav mesh movement and animation.

Simply put, I'm working on a click-to-move action rpg, and when I click to start progressing towards my destination, I'd like a run animation to start playing. When they reach their destination, I'd like the animation to stop.

I can handle this two ways, simple static states or a 1D blend tree. I've tried both and had issues with both.

With simple static states, I'd simply flick a bool on or off when my movement velocity was 0 or not 0, the problem was that my velocity wouldn't become 0 right away, causing the animation to keep playing for a little after stopping. I played around with the values to no avail.

With blend trees, I'd like to handle this where 0 is idle, 1 is max running. However my velocity goes above that (to equal the speed of my nav mesh which is 4). I decided to try a workaround here by increasing the threshold to 4. This somewhat fixed the problem, but when I click in one direction, then I click behind my character as it's moving the velocity seems to reset to 0 and go back which causes a little animation glitch.

Overall:

  • When dealing with a click-to-move game, would you handle this with blend trees or static states, and if so how could I go about fixing my problem with that respective way?

  • How could I handle velocity better in general with nav meshes?

Thanks! Really sorry if this might have been posted before, but I couldn't find anything that exactly worked. Thank you!

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