Hey all -
Running into something that I'm not quite sure how to track down. My player is experiencing a delay in movement after a largish dialogue/conversation sequence occurs. The dialogue/conversation will end, I'll press "forward" to get him to start walking and he'll turn in that direction and stay still for a few seconds (sometimes upwards of 5 seconds) and then start walking...all while I have the "forward" button held down.
Anyone else experiencing this? I'm wondering if I have something screwed up in my animation controller...like something is getting interrupted when I go into a dialogue/conversation and then it gets caught in that state until it resets or something. Not sure. Maybe input is getting trumped when I'm in a dialogue state?
Any ideas?
Comments
If that goes nowhere, try ending your large sequence prematurely at different points to see if there's a point at which this problem no longer occurs - we'll then be able to narrow down the cause.
Might be a Unity bug?
is there a sneaky collision collider stopping you ? or maybe is coming into contact with the npc colider?
Hmmm....
Animation Controller that's being used - https://www.dropbox.com/s/msf2vh251juqluk/Screen_Controller.png?dl=0
Are you using the experimental super-accurate setting? I recently fixed some bugs involved with that when combined with Direct movement.
If you want to control the speed of the walk animation with movement speed, try using a Blend tree instead of factoring the Speed parameter directly into the clip. You should be able to combine the idle, walk and turn animations into a single sub-state, which has worked well for my own tests.