So Iām building a make a player controller with a camera orbit behavior based on this tutorial:
But I noticed that the animation appears to skip a couple of frames in each loop, see attached video. Thatās at least what I think is causing the character to ājumpā back every now and then.
I understand that a lot of things might factor in to this but I figured I might as well ask if anyone has experienced anything similar or what might cause it?
Character is using root motion based movement and camera movement is updated in lateUpdate.
Original Post on Discord
by user 427134081860501507
Is there blending going on in the animator transitions?
Hey!
Yes, itās a pretty simple animator controller.
by user 427134081860501507
Hm, that doesnāt look right in Unity either - shouldnāt the loop just move the character forward?
Ok, that was the transitions between states, I think they look right. The loop animations themselves look ok when previewing (character moves forward)

by user 427134081860501507
Weāre exporting the animator states and their transitions, so if it doesnāt look right there it wonāt look right in needle
Can you adjust the transitions so that it looks correct in Unity and try again?
Thank you @herbstšµ , but I fail to realize whatās not looking right with the transitions in the animatorš They are showing the blending between states.
I have used this animator before for other player controller setups and the animations looked fine then. I should have added this to my top post, will edit.
I have a workaround that is **not **root motion based (just apply movement to forward direction), which works fine (attached).
by user 427134081860501507
To me it looks like the transitions arenāt set up correctly because when you preview them it doesnāt loop, but I may be wrong
Maybe @Marcel_Wiessler1
has some input too 
Thanks, I really appreciate the feedbackš
by user 427134081860501507
Hi, do i get it right that the animation doesnt loop smoothly when you have rootmotion enabled but the same controller is fine with rootmotion disabled?
Hi @Marcel_Wiessler1 
In this case yes, but I have used the controller for other setups and the animations did loop smoothly then.
The player controller script rotates the player in the input direction, could that be the source of the problem?
by user 427134081860501507
mmmh it should not be a problem, root motion and the animation mixer is updated in onBeforeRender
so after your input modifications have happened. I have also tried this case (modifying the transform from a script with root motion and looping animation) and didnt notice looping issues. Could you perhaps send a bugreport with your scene and the problematic input?
You are not using the speed or cycle offset properties in the animator state right?
And the animation itself is set to loop?
Maybe you could try disabling loop
in the animation in Unity and instead adding a transition to itself (if no other transition triggers)?
@Marcel_Wiessler1
speed is constant 1 and no cycle offsets. I will try adding the transition when I get the time.
Thanks for looking into this!
by user 427134081860501507
@Snorulf you didnt send a bugreport right?
Hey @Marcel_Wiessler1
, I did not get around to do that yet no
by user 427134081860501507