This page is dedicated to common issues surrounding animation. If you are experiencing an issue that does not relate to animation consider looking at one of the other pages in this section, which are also listed here.
A lot of times issues can be fixed by simply updating your plugin to the latest version, please make sure to check you are on the latest release version before looking further into this section. More info on how to do this here
This could be due to the Animation being unable to find the correct child / parent transforms if the Animator is on the wrong game object. Unity automatically rebinds animations for you if they are missing, so it will not appear as an error within Unity.
- Check in the Unity Animation window for any yellow text saying ‘Missing!’ (example of this warning below).
If so, move the Animator component to the correct game object.
For example, if the Animation contains keyframes for a transform called LeftArm and expects that transform to be an immediate child, then move the Animator component so that LeftArm is an immediate child.
This is likely happening due to animation looping not being supported when using the Animation component.
- Use the Animator component instead and place the animation inside the Mecanim system. From there the Loop Time box can be checked to make the animation loop.
From there the Loop Time box can be checked to make the animation loop. (Shown below)
This is likely happening due to Humanoid animations not being supported in Luna at the moment. Check if your animation type is indeed set as Humanoid by looking at the imported model asset's import settings under the Rig tab. (Example of this below)
Alternatively this could be due to an Avatar controller being used for the animation, as this is not supported in Luna.
- Avatar / Humanoid animations need to be baked to generic animations, full steps on doing so can be found here.
This is likely due to a known issue in our engine.
- Mark functions as public instead
- Disable 'Write Defaults' in the animation
This could be due to the AnyState animation node not blending the animations correctly. Or alternatively it could have be due to an overlap between the animation, Unity handles it differently than Luna.
- Remove the AnyState animation node and instead directly transition your animations.
- Remove the overlap between them by dragging, making the gab as small as possible.
You can find out all you need to know on this here.
Sometimes whilst using the Animation Baker plugin the height is not taken into account.
- Manually change the height of the object inside the animation.
For example, in unity, when a character is shot, the idle animation gets interrupted to play the shot animation, which is the intended purpose. In Luna the animation does not interrupt and instead it carries on until it is finished.
This likely due to a known bug within the Luna Animator component.
- Instead of calling:
- Convert your Animations from Legacy and apply them to an Animator. This will allow the Events to trigger.
- Disable the “write default” options in the animation.