I created a character and checked the AI box during. I added damage visualization to him. I created a single attack animation and some of my animations inconsistently hit the dummy while mostly missing per swing. My character swings straight through the dummy and he doesn't take damage unless it shows him successfully being hit. I don't understand how swapping animations can cause the capability of swinging through enemies with your weapon to occur.
I thought that by putting OnAnimatorItemUse and OnAnimatorItemUseComplete on an animation would make it so that in between that entire time is a hit window. When I actually get the hit to register on the dummy instead of it swinging through, it is always right when I have clicked and never any time after. It seems I can only hit at the exact time OnAnimatorItemUse activates, but not all the way up until UseComplete.
I tested this using the demo scene and a couple animations from the asset store.
I skipped this problem a while back because I couldn't figure it out, but I'm back to it. I'm lost on this.
I thought that by putting OnAnimatorItemUse and OnAnimatorItemUseComplete on an animation would make it so that in between that entire time is a hit window. When I actually get the hit to register on the dummy instead of it swinging through, it is always right when I have clicked and never any time after. It seems I can only hit at the exact time OnAnimatorItemUse activates, but not all the way up until UseComplete.
I tested this using the demo scene and a couple animations from the asset store.
I skipped this problem a while back because I couldn't figure it out, but I'm back to it. I'm lost on this.