Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by epicVoodoo · Jan 08, 2015 at 01:49 PM · animationmecanimtransition

One animation breaks playing another

Hi! My characters has auto attack:

 void Attack()
     {
         if (_target != null && IfTargetAlive())
         {
             if (_targetSelected && _target != null && networkView.isMine && IfTargetAlive() && _target.tag == "Creature" ||
                 (this.tag != _target.tag && _target.tag.Contains("Player")))
             {
                 if (Vector3.Distance(_target.transform.position, this.transform.position) <= 1.6f &&
                     Mathf.Abs(Vector3.Angle(transform.forward, this.transform.position - _target.transform.position)) < 270)
                 {
                     attackable = true;
 
                     if (canAttack)
                     {
                         if (Input.GetKey(KeyCode.T))
                         {
                             animMainFlag = true;
                         }
 
                         if (animMainFlag)
                         {
                             if (!animChoosen)
                             {
                                 curAnimNum = (int)UnityEngine.Random.Range(0, 3);
                                 animChoosen = true;
                             }
 
                             if (animChoosen)
                             {
                                 networkView.RPC("AnimNetwork", RPCMode.All, animationAttackList.ElementAt(curAnimNum));
                             }
                         }
                     }
 
                     else
                     {
                         attackable = false;
                     }
                 }
             }
         }
     }
 
     [RPC]
     void AnimNetwork(string name)
     {
         curAnim = name;
         if (networkView.isMine)
             this.networkView.RPC("SendBool", RPCMode.All, animationAttackList.ElementAt(curAnimNum), true);
     }
 

Characters also have skills, which start with animation:

     public void CastSpell(int id)
     {
         if(IfTargetAlive())
         networkView.RPC("SendTrigger", RPCMode.All, "s"+id);
     }

When i start attacking (autoAttack mode is ON) should i use spell one moment, spell animation starts playing and it becomes being broken by next attack animation/ So suggest me please how to wait for spell animation ending if it has following structure:

alt text

безымянный.png (75.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by asecretspot · Jan 09, 2015 at 01:01 AM

I think that is what the "Atomic" toggle is for in the animator. Atomic makes it so the animation should not be interrupted. If you still see the problem after the animation is atomic then the problem would be in the way your animation parameters/states work.

Unity Animation doc

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Animation will not Return to Proper State 2 Answers

Mecanim transitions sometimes don't work 4 Answers

Why, when I delete transitions from the Animator State Machine, do I get a null reference exception? 3 Answers

Adding animation transition between idle and walk 1 Answer

Mecanim - How to use "Exit Time" for a state that uses negative speed (anim playing backwards)? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges