Trying to understand target matching
So I read all those document, and trying to implement match target, but result are not always expected. Problems :
- match target stop before it reach target 
- AFTER match target complete, something a unexpected force may append on my model. 
 
I had read the API document, and sort out some tips to apply match target.
- match target only available on BaseLayer 
- when (animator.IsInTransition(0) == true) you CANNOT apply match target, warning will append in console 
- need to wait until GetCurrentAnimatorStateInfo(0).IsName(XXX) return true, which mean it's the animation you wanted to apply MatchTarget. 
- ensure the match target period are not overlap any other state, (2) happen and match target will cancel. 
however, I still can't 100% fix the issue that I had mentioned above. well yeah... by follow the those rules, most of the time work, but not all of it... I record a video to show these problem, https://youtu.be/ju163R2WtM4
and following are the related code used in that video.
 // process climb up ledge
 animator.SetTrigger(m_LedgeClimb.hash);
 
 // Stay position & wait for animation
 rigidbody.isKinematic = true;
 Collider surface = hitResult.collider;
 Physics.IgnoreCollision(avatar.self.capsule, surface, true);
 
 // Wait for matching
 while (!animator.isMatchingTarget)
 {
     // wait, until we able to use match target.
     if (!animator.IsInTransition(0))
     {
         animator.MatchTarget(landingPoint, predictFacing,
             m_UpperHandMatching.m_AvatarTarget,
             m_UpperHandMatching.GetWeightMask(),
             m_UpperHandMatching.m_Period.x,
             m_UpperHandMatching.m_Period.y);
     }
     yield return null;
 }
 
 // Matching
 while (animator.isMatchingTarget)
 {
     yield return null;
 }
 
 // re-apply physics
 Physics.IgnoreCollision(avatar.self.capsule, surface, false);
 rigidbody.isKinematic = false;
hope someone can point out what I'm missing, or the direction thanks.
Physics.IgnoreCollision(); are the key to solve this issue, for some reason the collider that I got was wrong, so it didn't ignore anything in the video.
so yes, the above code are actually working. the glitch that I found was the collider are blocking Or overlapping the model itself. that's what it happen.
Your answer
 
 
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