Thanks for tackling this seemingly obscure but actually important topic. Unity's Animator doesn't have excellent UX, so it's nice when folks help unbox these topics well.
I searched for Unity animation controller interruption source because I needed to get an animation to interrupt and found your video. Nicely explained. I understand it now. And it will help me interrupt some of my animations. I'll check out your videos too.
This was a huge help man! Was trying to get a double jump animation to be more responsive, instead of having to wait for the first jump animation to finish and THEN do the double jump animation when players rapidly hit the double jump. Just setting the Interruption Source to Next State fixed this issue completely!
Its crazy I just solved this in my project last night but your explanation was really nice to have. I also use animation events so I was getting really wacky behavior. Thanks!
excellent video. I confess that when it comes to using the animator I'm not completely noob, but there are always new things to be learned, like the ones in this video.
Beneficial video, but second part (Next state) was very confusing for me and difficult to understand by words alone. So you could teach them (Next, Current & Next and Next & Current) with a demonstration too. Apart from these, you talk really fast (as this is a video for learning purposes, speed should be slower to understand better). But thank you very much for enlightening us on a subject which information is little.
Here's a little advice if you play around with this: Put the following line of code in a script. This will slow time way down so that you will have plenty of time to set the triggers during the transitions. Time.timeScale = 0.025f;
Let if mouse1 settrigger(punch). & Mouse2 settrigger (kick). If player's punch animation is not finished I want kick trigger to be false while mouse2 is pressed,how can i achieve that.
If you do not want interrupts, you would use "NONE" so the transition cannot be interrupted. You can then query the Animator state with animator.GetCurrentStateInfo() and reset your kick trigger if the current state is punch
thanks for this explanation , i have a similar issue, but I haven't found a solution yet I have a blend tree and a state. When I press the left click, it triggers the state using a crossfade function. I can interrupt the state with another state, but if it's a blend tree, it doesn't interrupt. Do you have any solutions or tips for this problem? + do you have a discord server
I have one question, I made a shooting animation for my game that I am developing and sometimes the animation is sped up and at other times, the animation is normal. It should play at a constant speed. Do you know why this occurs! Thanks!
Hmm... Hard to say. The Animator by default always plays them at the same speed. You can adjust the playback speed with the Animator.speed property: docs.unity3d.com/ScriptReference/Animator-speed.html and in the Animator panel you can adjust the speed of a given State: docs.unity3d.com/Manual/class-State.html Those are the only two I know that impact the playback speed other than adjusting the Time.timeScale
Thanks for tackling this seemingly obscure but actually important topic. Unity's Animator doesn't have excellent UX, so it's nice when folks help unbox these topics well.
I searched for Unity animation controller interruption source because I needed to get an animation to interrupt and found your video. Nicely explained. I understand it now. And it will help me interrupt some of my animations. I'll check out your videos too.
This was a huge help man! Was trying to get a double jump animation to be more responsive, instead of having to wait for the first jump animation to finish and THEN do the double jump animation when players rapidly hit the double jump. Just setting the Interruption Source to Next State fixed this issue completely!
Its crazy I just solved this in my project last night but your explanation was really nice to have. I also use animation events so I was getting really wacky behavior. Thanks!
Thank you, since I purposefully have slow transitions in a less combattitive game I ran into this problem early. Your video was really helpful!
excellent video. I confess that when it comes to using the animator I'm not completely noob, but there are always new things to be learned, like the ones in this video.
Thank you for that 🙏
Thank you very much! You helped me fix my problem in a minute! XD
Awesome video. Was looking all over for interruption source related info. You are really helping out the new devs my friend.
I appreciate that 🙏. This was clearly a big pain for me too 😅
Finally someone explain this !
Great stuff as always! Thank you for this video, super useful!
Very helpful! Thanks!
Awesome video! Helped a ton! Just earned a sub.
This was so helpful!
Thanks , especially for intro ;)
Beneficial video, but second part (Next state) was very confusing for me and difficult to understand by words alone. So you could teach them (Next, Current & Next and Next & Current) with a demonstration too. Apart from these, you talk really fast (as this is a video for learning purposes, speed should be slower to understand better). But thank you very much for enlightening us on a subject which information is little.
Thank you for the feedback, I will do better in future videos.
@@LlamAcademy Thank you!
Here's a little advice if you play around with this: Put the following line of code in a script. This will slow time way down so that you will have plenty of time to set the triggers during the transitions.
Time.timeScale = 0.025f;
Those states, affect only that list? I usually don't use it, but it seems those NEED the list to work. Is that the case? Ty for the video btw.
Where can I find infos about Referenced Animator Controller in another Animator Controller?
Let if mouse1 settrigger(punch). & Mouse2 settrigger (kick). If player's punch animation is not finished I want kick trigger to be false while mouse2 is pressed,how can i achieve that.
If you do not want interrupts, you would use "NONE" so the transition cannot be interrupted. You can then query the Animator state with animator.GetCurrentStateInfo() and reset your kick trigger if the current state is punch
@@LlamAcademy right now i am disabling the input while punch animation is not finished is it ok.its swipe based fighting game for mobile
Thanks. Anyone an idea if that animation stuff is easier to handle in Unreal Engine?
thanks for this explanation , i have a similar issue, but I haven't found a solution yet I have a blend tree and a state. When I press the left click, it triggers the state using a crossfade function. I can interrupt the state with another state, but if it's a blend tree, it doesn't interrupt. Do you have any solutions or tips for this problem? + do you have a discord server
Working on a Discord! I haven't encountered that issue yet so unfortunately I don't have an idea about it :(
I have one question, I made a shooting animation for my game that I am developing and sometimes the animation is sped up and at other times, the animation is normal. It should play at a constant speed. Do you know why this occurs! Thanks!
Hmm... Hard to say. The Animator by default always plays them at the same speed. You can adjust the playback speed with the Animator.speed property: docs.unity3d.com/ScriptReference/Animator-speed.html
and in the Animator panel you can adjust the speed of a given State: docs.unity3d.com/Manual/class-State.html
Those are the only two I know that impact the playback speed other than adjusting the Time.timeScale
I appreciate the effort here but you made confusing subject even more confusing. Try slow things down a little.
Isn’t the channel’s name a bit confusing?
bruh if only i knew this earlier
Me too man…meee too
Hey, can you tell me how to find nearest target by navmesh cost (cost based nearest target )
I already have a video that will do that here: ua-cam.com/video/BFT8Fa4ZsMk/v-deo.html
@@LlamAcademy thanks i don't know about that video 😅