KybernetikGames / animancer

Documentation for the Animancer Unity Plugin.
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Animation Keyframed Events not being called on LinearMixerTransition #355

Closed fcortese2 closed 4 months ago

fcortese2 commented 4 months ago

hey everyone,

In my current project I am using a LinearMixerTransitionAsset to define my unarmed player motion.

0 is idle, 1 is walk and 2 is run, as follows: image

I play this animation as follows: image

In my walk and run animations I have added events called FootL and FootR for marking footstep events, however these events are not getting called. I even tried making a TestLog event call and it is not getting triggered either.

Is this by design or is something else at play here?

Also note that I cannot possibly put the events on the Animancer LinearMixerTransition since they have to be timed correctly according to the animation currently playing.

Thanks in advance for any help

KybernetikGames commented 4 months ago

If you're using Unity's Animation Events, the only thing in Animancer that should prevent them from triggering is if you set the Time of a state, which you don't appear to be doing in that code.

Try playing just the walk animation without a mixer to narrow down the issue.

Also, not related to your issue but you should generally disable Sync for idle animations.

fcortese3 commented 4 months ago

Thanks for the feedback, it turns out that the motion set asset reference was replaced to a new one with adjusted animations and I wasn't aware of it, causing me to just simply set the events on the wrong animations clip.

Marked as solved.

Thanks again