-
-
Notifications
You must be signed in to change notification settings - Fork 99
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow multiple transitions with the same from and to nodes in Animation State Machine #4352
Comments
closing per comments in godotengine/godot#59872 |
Hey @WindyDarian - I'm running into the same requirements (and having to hack around by duplicating states) :) would love if this made it into engine. |
Hi! Please allow me to reopen the feature request. Per discussion on godotengine/godot#59872
There is still need to be able to set different fade length under different transition conditions. Allowing multiple transitions from the same nodes will be one way to have this. Though the PR is dated, and new code needs to be written if we want this. |
Describe the project you are working on
A 3D ARPG game
Describe the problem or limitation you are having in your project
I have a use case that is kind of hard to work around with the restriction of only one transition for each direction between two nodes. The simplified version is my character has attack and idle animation states, and I want to go back from attack to idle when either the animation is fully played, or the attack is interrupted for whatever reason. If I have only one transition with "At End", it seems I cant easily force interrupt the state to go to the next state.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I think allowing multiple transitions with the same from and to nodes will fix the problem. It be nice if the transitions can have different conditions, priorities and blend duration.
For my case, one of the transition will be "At End" for when attack animation fully play and return to idle. And another transition will have a condition with a script variable script, for when the attack animation needs to be interrupted manually.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I have my local code as a pull request at godotengine/godot#59872

If this enhancement will not be used often, can it be worked around with a few lines of script?
I feel this is a common enough case for action/animation heavy games. I find it hard to work around without another dummy "relay" node, and the dummy node needed to have animation hooked up as well.
Is there a reason why this should be core and not an add-on in the asset library?
I feel animation state machine is currently very limited and this can make it more flexible.
The text was updated successfully, but these errors were encountered: