In the first example (via unity player), my character jumps and the transition from air animation to land animation is smooth. In the second example (via build and run for windows) the transition is sometimes okay but mostly choppy. Is this a bug from Unity? I managed to fix this issue. Just a heads up to anyone who may come across a similar issue with the animation. This was the code: if (isEndJumpLand)
{
portrait.Play("Idle");
isEndJumpLand = false;
}
The jump land animation was set to 'loop on', and I changed this to 'loop off'. For some reason, the land animation would repeat itself from the beginning right before transitioning to the Idle animation. The unity player was able to bypass this, but the build and run version seems to have suggested otherwise. Weird. Hope this helps anyone else out there. Cheers
Hi!
In AnyPortrait, the Editor and Build versions work the same except for very few codes (exception handling, etc.).
If it behaves differently, we suspect it may be from a Unity project setting like "Script Execution Order".
(The "Default Time" of that setting sometimes behaves differently in Editor and Build versions.)
Also, there may be many other causes, such as differences in input systems.
We recommend that you check many parts.
If anyone has a similar issue, please let us know with more details.
Thank you!