Weird behavior after finish interaction

yyycct

New member
Hello,

After the interaction ability finishes, it will continue the running animation even if speed up ability is not enabled. Is there any way to stop it?

Thanks
 
Without more details it sounds like your interact ability is missing the complete event.
 
Sorry for not being clear before, we have a load scene interaction in our main scene where if player interact with that, it will load a scene for the player. If the player ran to that location, after the load scene interaction finishes, the movement horizontal value becomes 2 and it is not reset tp 0, so as a result, player will continue the running animation even if there are no input applied. I found a way to solve that by reset the input vector to 0 in the stop ability function, but is there anything else I could do to solve this?
 
Is the handler still active after the scene is loaded? One way to debug what input values are being sent is to output the horizontal/forward input parameters within the CharacterLocomotion.Move method.
 
Hi After some time debugging we are able to spot the problem, it did not have anything to do the input, it was the animator parameter m_forwardMovement. We are using the SetPosition function from ultimateCharacterLocomotion script to move the player in one of our scripts, and it seems to be the reason causing the animator parameter to increase to 2 after other interaction completes. To clarify that, before we triggered the set position call, this weird behavior never happens, and it only happens after we triggered the set position call. We also monitored the SetForwardMovementParameter function, and the animator parameter is not changed from this function. Thank you so much for all the help, and sorry for the complicated explanations.
 
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