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I specified Exit Time for the time I want to play the target animation, but the transition occurs earlier than the time specified in Exit Time.

The state where this problem occurred is the image below.
Since 1 is specified for Exit Time, it should not transition to another state until the animation has played 100%.
However, when I actually ran the game and looked at the transition state of the current state from the Animator tab, the animation of the "Gold Untiburi" state was played only about half and transitioned to another state. ..

And here is the code to transition to the "Gold Untiburi" state.
A property called UnkoSet is prepared so that when 2 is assigned to UnkoSet, it transitions to the "Gold Untiburi" state.

      int unkoSet;
        public int UnkoSet
        {
            private set
            {
                unkoSet = value;
                if (UnkoSet == 1)
                {
                    Anim.SetTrigger ("Untiburi");
                    Anim.SetInteger ("AnimIdx", (int) UnkomanAnim.Idx.Untiburi);
                }
                if (UnkoSet == 2)
                {
                    Anim.SetTrigger ("GoldUntiburi");
                    Anim.SetInteger ("AnimIdx", (int) UnkomanAnim.Idx.GoldUntiburi);
                }
            }
            get
            {
                return unkoSet;
            }
        }


In the first place, Has Exit Time that can be set by transition of Animator does not transition to another animation within the time specified by Exit Time. I have the recognition that, do you have that recognition?
If i look at the official manual, you will find something like the above recognition. https://docs.unity3d.com/ja/2018.4/Manual/class-Transition.html

If so, please tell me why the above state transition process causes the transition to another animation earlier than the time specified in ExitTime.