My main character uses Sprites Unity Complex animation. I've been using the Character: Animate/Play Custom action part to trigger character animations. Since yesterday I'm suddenly seeing an issue where the 'wait until finish' option is causing the actionlist to hang for ~1-2 seconds after the animation finishes. The animation returns to idle (as instructed by the animation controller) and gameplay remains paused, but nothing happens for 1-2 seconds then the actionlist resumes as normal.
It only happens ~50% of the time, other times the same actionlist will run fine. It is affecting old and new actionlists (including ones that have been running fine for weeks). If I uncheck 'wait until finish' and add an Engine: Wait it runs fine. It only happens on Character: Animate - 'wait until finish' works fine on Character: Move to point etc.
The only thing I have done in the last few days that I can think could be affecting this is tinkering with the character animations - I deleted some unused animations, and edited a few existing ones. I have also made changes to the inventory and conversation menus, but don't see how that could be relevant.
Any idea what could be causing this?
Thanks :-s
Comments
You mention tinkering character animations - was this issue occuring beforehand, or is it a recent issue?
If it only occurs half the time, it could be due to the Animator Controller itself - which can be unpredictable depending on settings. If it returns to idle afterwards, what are the settings for the Transition?
One workaround would be to use a Trigger parameter, instead of playing the new animation by name. This approach is generally considered "best practice" over explicitly calling animations by name.
least one condition or an Exit Time to be valid...' and causes the animation to loop.
As the length of the animation appears to be only 0.15s, however, I can't see why it would take up to 2 seconds. I would recommend keeping an eye on the live Animator at runtime when it occurs as it may shed some light. This appears to be an issue with Unity, though, as AC is not handling the "return to idle" animation change.