Skip to main content

Animations in Luna do not get interrupted immediately Animator.SetBool isnt working correctly

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.

Possible solution:

  • Instead of calling: enemyAnimator.SetBool(IsHit, true);

    Instead try: enemyAnimator.Play("hit");

images-large