Questions tagged [mecanim]
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57 questions
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What's the optimal way of reusing animation, rigs and controllers in a complex setup with multiple characters in Unity?
What's the optimal way of reusing animation, rigs and controllers in a complex setup with multiple characters in Unity 2022.3? I've got a somewhat complex scenario: One character that has 20 skins, ...
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1 answer
1k views
Unity Animator Ignoring "Higher" Layers
I have a rather rudimentary layer set up: Lower Body: no mask, full weight, override. Upper Body: upper body mask, full weight, override. This works as intended. Standing Up: full body mask, full ...
1 vote
1 answer
286 views
How do I include a blend tree in my controller?
I want my player to aim up and down with a pistol. I have stored an "aim up" pose in one anim file, and I have stored an "aim down" pose in another anim file. I want to blend ...
1 vote
1 answer
2k views
How do I restart an animation that is already playing using SetTrigger?
I have set up a relatively simple example scene with one enemy. This enemy is controlled with an animation controller. In this animation controller, I have set up a trigger named "Hit". The enemy ...
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Unity3D: Rotating the head and an animation gets clashed
A rigged generic models head keeps rotating to follow the camera. When there is an animation like shaking the head, the head animates weirdly as compared to without rotation. Is there anyway to fix it?...
1 vote
1 answer
380 views
Unity2D: Avoid attack animation looping during combo
I am trying to implement a combo system in my Unity project. I started with a coroutine to call a single attack and it goes relatively smoothly, the problem occurs when I try to modify said coroutine ...
1 vote
1 answer
307 views
Animations in Unity are not working properly
I've done a few animations in Blender for my 3D character but the problem is, that they look different in Unity. It seems like the eyes are moving too much. I tried to change many things in import ...
1 vote
0 answers
175 views
Different animations depending on multiple factors on Unity mechanim animator
I have a character that can carry a single-handed weapon, a two-handed weapon or no weapons at all (weapon hold type int parameter) with a boolean if aiming or weapon down. He can remain idle, he can ...