Animator Transition Interrupt Sources, Explained | Unity Tutorial
Learn how Unity's Animator Transition Interrupt Sources work for all values, None, Current State, Next State, Current State then Next State, and Next State then Current State!
In this tutorial you'll see live examples of how not understanding how these work can negatively impact your game's polish feeling, and how to make it feel polished!
In-depth blog post from Unity that got this working in my own game, and I use as reference in this video: blog.unity.com/technology/wai...
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👨💻 Unusually, the code is not on GitHub because this is pulling live from my game. For most tutorials you can find the code on GitHub: github.com/llamacademy
📚 Resources:
⚫ Interrupt Sources Blog Post: blog.unity.com/technology/wai...
⚫ Unity Animator Manual Page: docs.unity3d.com/Manual/class...
⚫ Unity Animator Transitions: docs.unity3d.com/Manual/class...
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Most tutorials come from knowledge gained making survival.llama.software Llama Survival - a top-down zombie survival shooter for Android and iOS.
I also have some Unity Assets: assetstore.unity.com/publishe...
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Chapters:
00:00 Topic Introduction
00:37 What to expect from this video
01:20 Why you need to know about how interrupt sources work
02:10 Sample Animator Overview
02:59 Interruption Source: None
03:47 Interruption Source: Current State (including Ordered Interruption on/off)
05:11 Considerations for Changing States
06:50 Interruption Source: Next State (including Ordered Interruption on/off)
07:40 Interruption Source: Current State then Next State
08:32 Interruption Source: Next State then Current State
09:06 Final Thoughts & Support LlamAcademy
Пікірлер: 35
I searched for Unity animation controller interruption source because I needed to get an animation to interrupt and found your video. Nicely explained. I understand it now. And it will help me interrupt some of my animations. I'll check out your videos too.
Thanks for tackling this seemingly obscure but actually important topic. Unity's Animator doesn't have excellent UX, so it's nice when folks help unbox these topics well.
Thank you, since I purposefully have slow transitions in a less combattitive game I ran into this problem early. Your video was really helpful!
Its crazy I just solved this in my project last night but your explanation was really nice to have. I also use animation events so I was getting really wacky behavior. Thanks!
Great stuff as always! Thank you for this video, super useful!
Awesome video. Was looking all over for interruption source related info. You are really helping out the new devs my friend.
@LlamAcademy
Жыл бұрын
I appreciate that 🙏. This was clearly a big pain for me too 😅
Thank you very much! You helped me fix my problem in a minute! XD
Very helpful! Thanks!
This was so helpful!
Awesome video! Helped a ton! Just earned a sub.
Finally someone explain this !
excellent video. I confess that when it comes to using the animator I'm not completely noob, but there are always new things to be learned, like the ones in this video.
@LlamAcademy
Жыл бұрын
Thank you for that 🙏
Thanks , especially for intro ;)
Thanks. Anyone an idea if that animation stuff is easier to handle in Unreal Engine?
Where can I find infos about Referenced Animator Controller in another Animator Controller?
I have one question, I made a shooting animation for my game that I am developing and sometimes the animation is sped up and at other times, the animation is normal. It should play at a constant speed. Do you know why this occurs! Thanks!
@LlamAcademy
Жыл бұрын
Hmm... Hard to say. The Animator by default always plays them at the same speed. You can adjust the playback speed with the Animator.speed property: docs.unity3d.com/ScriptReference/Animator-speed.html and in the Animator panel you can adjust the speed of a given State: docs.unity3d.com/Manual/class-State.html Those are the only two I know that impact the playback speed other than adjusting the Time.timeScale
Beneficial video, but second part (Next state) was very confusing for me and difficult to understand by words alone. So you could teach them (Next, Current & Next and Next & Current) with a demonstration too. Apart from these, you talk really fast (as this is a video for learning purposes, speed should be slower to understand better). But thank you very much for enlightening us on a subject which information is little.
@LlamAcademy
11 ай бұрын
Thank you for the feedback, I will do better in future videos.
@germiyanbey1
11 ай бұрын
@@LlamAcademy Thank you!
thanks for this explanation , i have a similar issue, but I haven't found a solution yet I have a blend tree and a state. When I press the left click, it triggers the state using a crossfade function. I can interrupt the state with another state, but if it's a blend tree, it doesn't interrupt. Do you have any solutions or tips for this problem? + do you have a discord server
@LlamAcademy
8 ай бұрын
Working on a Discord! I haven't encountered that issue yet so unfortunately I don't have an idea about it :(
Let if mouse1 settrigger(punch). & Mouse2 settrigger (kick). If player's punch animation is not finished I want kick trigger to be false while mouse2 is pressed,how can i achieve that.
@LlamAcademy
Жыл бұрын
If you do not want interrupts, you would use "NONE" so the transition cannot be interrupted. You can then query the Animator state with animator.GetCurrentStateInfo() and reset your kick trigger if the current state is punch
@Indiechicha249
Жыл бұрын
@@LlamAcademy right now i am disabling the input while punch animation is not finished is it ok.its swipe based fighting game for mobile
Isn’t the channel’s name a bit confusing?
bruh if only i knew this earlier
@LlamAcademy
5 ай бұрын
Me too man…meee too
Hey, can you tell me how to find nearest target by navmesh cost (cost based nearest target )
@LlamAcademy
Жыл бұрын
I already have a video that will do that here: kzread.info/dash/bejne/dHqImqiaZL3Zfc4.html
@nileshkumawat6730
Жыл бұрын
@@LlamAcademy thanks i don't know about that video 😅
I appreciate the effort here but you made confusing subject even more confusing. Try slow things down a little.