Regardless of whether you set a fixed duration. The problem is that there is no conditional around setting up the AnimationComplete event handler
EG, my fix looks like this in the Interact.cs:
and in the OnDestroy()
EG, my fix looks like this in the Interact.cs:
C#:
if (m_InteractCompleteEvent.WaitForAnimationEvent)
{
EventHandler.RegisterEvent(m_GameObject, "OnAnimatorInteractComplete", InteractComplete);
}
and in the OnDestroy()
C#:
if (m_InteractCompleteEvent.WaitForAnimationEvent)
{
EventHandler.UnregisterEvent(m_GameObject, "OnAnimatorInteractComplete", InteractComplete);
}
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