In this video, I demonstrate that when units (player or NPC/enemy) queue movement commands (for the player - shift+click move), the unit stops for perhaps a single frame(?) and then starts moving again to the next queued movement location. This micro-stop produces a glitch in the run animation where the character glitches forward and back and slides around a bit.
I suggest that this behavior be changed so that the character never stops moving during queued movement commands, so that it does not produce this silly looking run glitch, or use some better animation blending for it.
For comparison, here is a video where I am not queuing movement commands - the issue is not prevalent
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Sensuki
In this video, I demonstrate that when units (player or NPC/enemy) queue movement commands (for the player - shift+click move), the unit stops for perhaps a single frame(?) and then starts moving again to the next queued movement location. This micro-stop produces a glitch in the run animation where the character glitches forward and back and slides around a bit.
I suggest that this behavior be changed so that the character never stops moving during queued movement commands, so that it does not produce this silly looking run glitch, or use some better animation blending for it.
For comparison, here is a video where I am not queuing movement commands - the issue is not prevalent
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