Unity: How to prevent animation from twitching when combined with Navmesh Agent

I am trying to make a third person shooter in Unity and trying to implement a zombie that follows the player and when close to player, attack animation is played. I am using the NavMesh Agent for that purpose. But I am facing the problem that once the zombie comes close and if the player moves back or side ways, the zombie twitches and the transition between the walking and attacking animation appears broken. Also, it slides on the floor around the player. Here is the video of it: Video Here is my code to control the zombie movement:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;  public class ZombieController : MonoBehaviour {     public Animator animator;     public NavMeshAgent agent;     public GameObject player;      public float turnSmoothing = 15f;               public float speedDampTime = 0.1f;     private const float stopDistanceProportion = 0.1f;      private int health = 100;      private PlayerContorller pc;      // Start is called before the first frame update     void Start()     {         agent.updateRotation = false;         agent.SetDestination(player.transform.position);         agent.isStopped = true;         pc = player.GetComponent<PlayerContorller>();     }       // Update is called once per frame     void Update()     {         agent.SetDestination(player.transform.position);          if (agent.pathPending)             return;         float speed = 0.0f;         if (!pc.Dead)         {             if (agent.remainingDistance <= agent.stoppingDistance * stopDistanceProportion)             {                 agent.isStopped = true;                 animator.SetBool("PlayerClose", true);                 Quaternion targetRotation = Quaternion.LookRotation(player.transform.position - transform.position);                 transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSmoothing * Time.deltaTime);             }             else if (agent.remainingDistance < 70.0f)             {                 Quaternion targetRotation = Quaternion.LookRotation(player.transform.position - transform.position);                 transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSmoothing * Time.deltaTime);                 float proportionalDistance = 1f - agent.remainingDistance / agent.stoppingDistance;                  speed = Mathf.Lerp(0.5f, 1f, proportionalDistance);                 agent.isStopped = false;                 animator.SetBool("PlayerClose", false);             }             else if (agent.remainingDistance < 100.0f)             {                 Quaternion targetRotation = Quaternion.LookRotation(player.transform.position - transform.position);                 float proportionalDistance = 1f - agent.remainingDistance / agent.stoppingDistance;                 transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSmoothing * Time.deltaTime);                 speed = Mathf.Lerp(0f, 0.5f, proportionalDistance);                 agent.isStopped = false;                 animator.SetBool("PlayerClose", false);             }         }         else         {             agent.isStopped = true;             animator.SetBool("PlayerClose", false);             speed = 0f;         }         animator.SetFloat("Speed", speed);     }      public void Hit()     {         health -= 10;         if(health == 0)         {             animator.Play("Die");             StartCoroutine(Die());          }     }      IEnumerator Die()     {         yield return new WaitForSeconds(10);         Destroy(gameObject);     } } 

The Speed parameter controls Idle (when 0), walking (0-0.5), running(0.5-1) of the zombie, all three are part of a blend tree. And when the PlayerClose parameter is set to true, the animation transitions to the attack animation. How do I fix this? what changes to make in order to fix that?

Will casting Dispel Magic on one construct from Animate Objects end the animation of all the constructs?

Animate objects states a condition for ending the animation and control of the constructs:

Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

Dispel magic says:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

If a character casts dispel magic on one of ten tiny constructs animated by animate objects, does that end the animate objects spell, and thereby end the animation of the other 9 constructs as well?

How to animate two or more unrelated properties on a sprite GameObject using animation layers?

I have a sprite in Unity 2019.3. It is animated like so (with provided mockups):

  • Its base animation is just one frame; i.e. it has the same Sprite whether idle or moving.
  • When the player is invincible, the ship flashes in and out. This is implemented by setting the alpha to 0 and 1 and back.
  • The player can acquire up to three levels of shields. The is implemented as a child GameObject with its own Sprite (but not its own Animator).
  • When a player acquires a power-up, they briefly flash colors. This can happen while they’re shielded, invincible, or both. This is implemented with a custom palette-swap shader, not by replacing the Sprite.

These animations are all independent of one another, and can all occur at any time. For example, when a shielded player takes a hit their shield downgrades but they also gain brief invincibility. It would look like this:

A single state machine to account for these possibilities (and others, depending on whether or not I add other power-ups or mechanics) would be prohibitively complex. So I’m going with animation layers.

I was hoping that it would be as simple as adding separate animation layers with their own state machines, then marking each layer as additive. Nope. I have no idea what I’m doing.

How can I use Mecanim to animate my sprite as I have previously described?

Skeleton Screen or Loading Animation

I’m designing a loading screen for a website application. I’m having two options for this:

  • Skeleton Screen
  • Loading Animation

I haven’t known how to choose one of them yet due to some reasons:

  1. I can’t find any article that argue about using Skeleton Screen.
  2. There’re many things need to consider when designing loading animation: UI Copy, Animation, Brand Identity.

Therefore, I can’t decide which one is better than other yet. Hope to learn something today šŸ˜€ Thank you guys!

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How to move an object while the animation is going on?

I added a jump animation with the character in unity and to move the character I have some code like this:

if (Input.GetKeyDown(KeyCode.Space))     {          transform.Translate(Vector3.forward * 1 * jumpSpeed);         Anim.SetTrigger("is_jumping");     } 

But here the character first moving its position (like a glitch) and then doing the animation. How can I make them happen at the same time?

How come changing the speed of an animation isnt making the animation speed up?

I made an animation of a bow string being pulled and another animation of the string being released but my issue is that I need the string to snap back quickly. I changed the speed of the release animation which is what makes the string go back to being straight (as if you had just released it). However, changing the speed isn’t making the animation happen any faster… Any ideas why this might be happening?

Just to show u I'm not an idiot and I'm changing the speed in the right spot

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