Why is my Unity state machine desyncing between animation and logic states?
#1
I’ve been trying to implement a proper state machine for my player character in Unity, but I keep running into issues where the animation states desync from the logic states. My transition conditions seem correct, but the character will sometimes get stuck in a “jump” animation while the code says it’s back in “idle.” Has anyone else fought with this kind of animation controller spaghetti?
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#2
Yeah I ran into this too. The code said idle but the jump clip kept looping or sticking around. It felt like the transition timing and the animation's exit time didn't line up in practice.
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#3
I dug into it and found a stale bool after landing; the state machine flipped to idle but the animator never reset the layer, so the jump stayed visible. Small race between logic and animation.
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#4
Could there be a root cause outside the state machine, like import settings or root motion, that makes the animator hold onto a frame longer than the logic expects?
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#5
I tried simplifying the flow but it kept slipping back into jump; it felt like misaligned blend trees or transitions, not some noble algorithm issue.
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