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.
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).
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?
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)?