Timeline for Unity character vibrates during idle animation
Current License: CC BY-SA 4.0
4 events
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| Jul 16, 2019 at 21:59 | comment | added | hatinacat2000 | I have done that today and while controls are now much more responsive, animations are not. I will ask another question later about optimizing my graph and control script (animations are part of PlayerController.cs as of today, no more CharacterAnimator script. I will have to record another demo for you | |
| Jul 15, 2019 at 9:45 | comment | added | DMGregory♦ | I notice your Parameters section is empty, leading me to suspect that your animation transitions are all unconditional. ie. Rather than waiting for a parameter to take a particular value before transitioning, you've effectively told the animator to follow the arrow into the next state as early as it can. Say, immediately at the end of frame 1 in your idle case, leading to the jitter you saw. A better solution here is to set up your control graph with parameters to control the transitions, and drive the state by setting those parameters, not manually overriding the animation once per update. | |
| Jul 15, 2019 at 2:42 | history | edited | hatinacat2000 | CC BY-SA 4.0 | added 345 characters in body |
| Jul 15, 2019 at 1:06 | history | answered | hatinacat2000 | CC BY-SA 4.0 |