#Hi. Sorry if wrong channel, it's my 1st

1 messages · Page 1 of 1 (latest)

lost prawn
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I have been stuck in the Unity animator for a few months figuring out the absolute best way to go about building a sustrainable animator that is easy to expand upon.

The trick here is to not have spider webs of connections.

Now for you specific usecase I can't guarentee this would work but let me give you some tips .

You should have all your running , ideling , walking animations in a sub state machine called Base locomotion (Unity docs suggests this layout )

When it comes to your jumping animations, you want to go from Any state > Jumping > Falling > Exit

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If you look carefully on your current setup your default state from entry > Default State
is your Idle

So exit will always transition back into your idle state

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To make things even simpler, You need to then have a sub state for your
Base Locomotion
And
Jumping actions (You have more than one )

So it will look like this

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So the flow would be.
Game start
Entry > Default sub Locomotion state
Trigger Jump
Exit Defualt locomotion sate
Enter Sub Jum state
Jump1 > Idle1 > Exit

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As easy as staht .. Spagetti animator gone

eager rain
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Thank you so much! Will try it out.

lost prawn
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anytime