How To Change Position Of Object After Animation In Unity
Common Issues - Animation
This page is defended to common issues surrounding animation. If you lot are experiencing an effect that does not chronicle to animation consider looking at ane of the other pages in this section, which are as well listed hither.
Make certain to Update Playable!
A lot of times bug tin can be fixed past simply updating your plugin to the latest version, delight make sure to cheque you are on the latest release version earlier looking further into this section. More than info on how to do this here
Animation non playing#
This could be due to the Animation being unable to notice the correct child / parent transforms if the Animator is on the wrong game object. Unity automatically rebinds animations for you if they are missing, so it will not appear as an error inside Unity.
Alternatively this could be due to the use of Sub-State Machines which nosotros do not currently back up in Luna.
Possible solution:
- Check in the Unity Animation window for whatsoever yellow text saying 'Missing!' (example of this warning below).
If so, move the Animator component to the correct game object.
For example, if the Animation contains keyframes for a transform called LeftArm and expects that transform to be an immediate child, then motion the Animator component so that LeftArm is an immediate kid. - Rebuild the state machine logic without multi-layered-states.
Animation does non loop#
This is likely happening due to blitheness looping not being supported when using the Animation component.
Possible solution:
- Utilize the Animator component instead and place the animation inside the Mecanim system. From there the Loop Time box tin be checked to brand the animation loop.
From there the Loop Time box can be checked to make the blitheness loop. (Shown beneath)
Graphic symbol stuck in T-pose#
This is likely happening due to Humanoid animations not beingness supported in Luna at the moment. Cheque if your animation type is indeed gear up as Humanoid by looking at the imported model nugget'due south import settings under the Rig tab. (Example of this below)
Alternatively this could be due to an Avatar controller being used for the animation, as this is non supported in Luna.
Possible solution:
- Avatar / Humanoid animations demand to be baked to generic animations, total steps on doing and so tin exist found hither.
Functions chosen from an Animation event do not fire if the function is labelled every bit private#
This is likely due to a known issue in our engine.
Possible solution:
- Marker functions as public instead
Animation is jumping / jittering during transition betwixt keyframes#
Possible solution:
- Disable 'Write Defaults' in the animation
Animation transitions aren't happening at the triggered time / triggered late#
This could be due to the AnyState animation node not blending the animations correctly. Or alternatively it could have be due to an overlap between the animation, Unity handles information technology differently than Luna.
Possible solution:
- Remove the AnyState blitheness node and instead directly transition your animations.
- Remove the overlap between them by dragging, making the gab equally small as possible.
Cannot add key to an AnimationCurve using AnimationCurve.AddKey()#
You can find out more on this hither.
Animations not same height after using the Animation Baker plugin#
Sometimes whilst using the Animation Baker plugin the elevation is not taken into account.
Possible solution:
- Manually change the peak of the object inside the animation.
Animations in Luna do non get interrupted immediately / Animator.SetBool() isn't working correctly#
For case, in unity, when a graphic symbol is shot, the idle blitheness gets interrupted to play the shot animation, which is the intended purpose. In Luna the animation does not interrupt and instead information technology carries on until it is finished.
This likely due to a known bug inside the Luna Animator component.
Possible solution:
- Instead of calling:
enemyAnimator.SetBool(IsHit, true);
Instead effort:enemyAnimator.Play("striking");
Animation Events not triggering on Legacy Animations#
Possible solution:
- Catechumen your Animations from Legacy and apply them to an Animator. This will allow the Events to trigger.
Animations deforms mesh in Luna#
Possible solution:
- Disable the "write default" options in the blitheness.
Error in chrome console shows 'Cannot read properties of undefined (reading 'SwitchToState')#
This tin can happen when using -one in the blitheness layer parameter of the Play function: anim.Play("Base of operations Layer.Bounce", -ane, 0.25f);
Possible solution:
- Change the layer parameter to 0:
anim.Play("Base Layer.Bounciness", 0, 0.25f);
. More info in the Unity docs here.
Animation not stopping in Luna#
This tin be acquired by using a parameter in the Animation.Cease()
function. Luna only supports the method without whatever arguments passed in.
Possible solution:
- Stop the animation via calling
.Stop()
without any parameters passed in.
Blitheness is not triggered twice#
This could exist caused by an animation trigger that needs to be reset in Luna.
Possible solution:
- Reset the blitheness trigger by using the following code:
m_Animator.ResetTrigger("NameOfTrigger");
More information can be found on the Unity website.
Build displays a black screen and CTOR errors#
A Luna build displays only a black screen and multiple ctor errors.
The trouble could occur when an Animator
that dynamically apply motions is present in the scene. Luna does not currently support this feature.
Possible solution:
- Employ an Animator that reference motions statically, instead of assigning them during runtime.
Build throws Uncaught TypeError: Cannot read properties of undefined (reading 'outTangent') / (reading 'fourth dimension')#
A Luna build throws:
Uncaught TypeError: Cannot read properties of undefined (reading 'fourth dimension')
Uncaught TypeError: Cannot read properties of undefined (reading 'outTangent')
This mistake could be attributed to an Animator
that contains one or more missing parameter references related to speed or time.
Possible solution:
- Add the parameter reference back, or untick the parameter to terminate using it.
Object transform is incorrect after animation has finished playing#
This issue could be caused by some of the object'due south properties that accept non been added to the animation, which means Luna does not know what to set up them back to.
Possible solution:
- Add together whatsoever missing transform properties (position, rotation, calibration) to the animation, and so set the values in the blitheness to be what the object's transform is in Unity before the animation starts playing.
Mixamo Avatar-based animations#
Mixamo Avatar-based animations might crusade problems with your playables, since Luna does non support avatar animations.
Possible solution:
- Bake the animation by using the Animation Baker plugin.
Enabling Write Defaults skips the animation transition#
This issue consists of an animation that requires the Write Defaults
option enabled, but this skips the animation transition.
This is likely due to an engine bug.
Possible solution:
- Consider alternative animations that do not rely on
Write Defaults
, or re-create the blitheness for the model with Keyframe in Unity.
Modifying Move Time does not affect the animation's normalised time#
This is probable due to Motion Fourth dimension
not being fully supported in Luna.
Possible solution:
-
Use
Animator.Play(currentState, currentLayer, normalizedTime)
instead.
Uncaught TypeError: cannot read properties of undefined ( reading 'animationSampler' )#
This issue is likely caused past the Animator
using an OverrideController
.
Possible solution:
- Switch to a bones
AnimatorController
.
Getting "ReferenceError: parameterState is non defined" when using BlendTree#
This issue may be due to the Animator
trying to access a parameter used within a BlendTree
which is currently not fully supported by Luna.
Possible solution:
- Replace the
BlendTree
with regular animation motions using land machines.
Animation freezes afterwards locking the screen and returning to gameplay#
Possibly an mistake caused by an unused screen when playing an autocomplete animation.
Possible solution:
- Try removing any lines related to autocomplete animation.
Animation transition non completing loop#
This could exist caused by the Idle animation using a speed parameter, causing it not to complete its beginning loop.
Possible solution:
-
Disabled the speed parameter on the Idle blitheness.
Values and parameters of blithe objects do not change#
This effect is likely due to the engine turning PascalCase names into camelCase which generates a conflict with the values and they do not get updated.
During Luna'due south start-up, we deserialize animation data (curves, keyframes, etc) and during curves deserialization, we switch the first letter of a belongings from a uppercase alphabetic character to a lowercase one.
Possible solution:
- Using the camelCase naming convention (instead of PascalCase) should piece of work around the issue.
Source: https://docs.lunalabs.io/docs/playable/common-issues/animation
Posted by: griffithboakist.blogspot.com
0 Response to "How To Change Position Of Object After Animation In Unity"
Post a Comment