Unity Glitch? Weird Blend Tree Combo Problem
I am making a combo system similar to hyperlight drifter using blend trees. The weird thing is at my final (3rd attack) combo. A weird thing is happening.
If i place my ComboFinish function (it resets all the combo coding back to zero and goes to idle state so i can do the combo from start again if i press the mouse button) this code works and i have no problem with it.
Here's the problem: If I place the function at the LAST frame of my third attack it seems the animator (or blend tree) will go haywire and crazy and activate ALL of the functions in my third attack animation at the FIRST frame. Which means the attack will just end showing the first sprite in a millisecond.
BUT if i place the ComboFinish function in any frames EXCEPT the last frame. Everything works fine. I will post the code in due time after i finish cleaning it.
My solution was to just put the ComboFinish function one frame BEFORE the last frame and it works.
My question is why is this happening? The code works perfectly as long as it's not in the last frame. And this only happens in my third attack sprite. If i put it in any other sprites it does not go haywire...
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