Hello,
I've been working on animations recently, and I've noticed that when I push the stick very very slightly forwards, the walking animation will begin to play, but the player will stand in place.
I am using Rewired, though it seems to be happening with default Unity's input as well. This can be reproduced in the demo scene:
Unity's input:
Simply push the stick very slowly forward, until you come to the point where the walking animation starts to play. Now hold it there. The player will be playing the walking animation, while the character requires the stick to be pushed a bit more forward to begin walking.
Rewired:
Add the Rewired integration, and do the same thing as with Unity's input. The same behavior is present.
I was wondering if there could be any way to change the deadzone, or the amount of input magnitude that the controller needs to start playing the animation.
Here's a video of the issue:
I've been working on animations recently, and I've noticed that when I push the stick very very slightly forwards, the walking animation will begin to play, but the player will stand in place.
I am using Rewired, though it seems to be happening with default Unity's input as well. This can be reproduced in the demo scene:
Unity's input:
Simply push the stick very slowly forward, until you come to the point where the walking animation starts to play. Now hold it there. The player will be playing the walking animation, while the character requires the stick to be pushed a bit more forward to begin walking.
Rewired:
Add the Rewired integration, and do the same thing as with Unity's input. The same behavior is present.
I was wondering if there could be any way to change the deadzone, or the amount of input magnitude that the controller needs to start playing the animation.
Here's a video of the issue: