Closed fcortese2 closed 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.
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
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:
I play this animation as follows:
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