• Bug Reports
  • Stopped walking animation overshadows other animations

Does the issue occur in the editor or during gameplay?
Gameplay

If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
Free movement, third-person

Briefly describe the issue you're experiencing:
The walking animation keeps overwriting other animations even if it should have already stopped playing.
If you for example have a script that triggers upon the player walking on a tile or colliding with an object, if you lock player movement and play an animation, the walking animation overshadows the triggered animation and results in just 1 frame of the animation playing before returning to idle.
This even happens if you've added a stop player and/or stop walking animation beforehand.
One workaround is to add a wait() of at least around 0.05 (or more as even that is sometimes not enough)...

Are there any errors in the in-game debug console or external console window?
nope

Provide the steps necessary to reproduce the issue:

  • Trigger a script while the player is walking
  • lock player movement, stop the player and/or walking animation with the respective lines of code
  • let the player play an animation right after that
  • the player will now only play 1 frame of the intended animation before returning to idle due to the walking animation still running although it should be stopped
  • add a wait(0.05) before the play_animation and it'll work (most of the time - if not, increase the wait)

Provide a download link to the bare bones project (if applicable):
/

2 months later

I know this is a couple months old, but I wanted to give some information that might help Justin with this.

I meant to do this awhile ago, but I got lazy, loll.
So this issue is not limited to free movement, and occurs in grid also.

I've actually went ahead and made a project demonstrating the issue. : )

16 days later

One workaround is to add a wait() of at least around 0.05 (or more as even that is sometimes not enough)...

I encountered this in a similar scenario as well where a called animation wasn't playing, adding a wait fixed it.

5 days later

I have this exact same issue at the moment, but I seem to remember that before I made dialogue and a script happen to cause the battle, and I just jumped right into it, it didn't happen. I'm not certain, but I'll change it back to that and test it to make sure. I tried the wait thing, though I've never used it, so maybe I did something wrong as it didn't work. I'm very new.

Update: Turns out it did happen before the change, must not have walked after testing a battle or something.

Update Again: Nevermind, I’ve decided that I’ll roll with it. I was looking for a fix, but it’s fine now.