I have an issue here. I’m wiring up an animation controller with an FSM and I use an Input>GetKeyDown condition. It works fine assuming the way it’s supposed to be pressed. But when I mash the key, the FSM will freeze up when transitioning into the condition intermittently, rendering it completely frozen. Only way I can get out of this issue is debugging and Entering a new state manually.
I’ve tried this with GetKeyPressed conditions and a bool check from a script too and the same issue arises. I also changed the transition check on both “Check Continuously” and “Check After State Finished”, and no luck. Any idea what may be going on here?
Sorry for the late reply.
Can you please share an image of the FSM, or exact steps to reproduce this issue? I can’t seem to reproduce it here in any way.
Thanks in advance.
I actually went on ahead and scripted it in code instead. I was using a 2D Toolkit Animator Play() Execute Multiplatform Function and for some reason, it’d get stuck in a simple if S is pressed condition if I was mashing the key. I tried to replicate it in a brand new FSM just a few minutes ago and I couldn’t reproduce the issue myself, so it was probably just something faulty going on on my end.
I’ll let you know if it pops up again in the future.
Thanks much!
EDIT: (I also just realized that I should’ve posted this in the Support forums instead. My apologies!)