Topic: One or two frame delay on move execution

Have noticed some weird issues that might be related to an engine issue or the unity animator itself. I'm doing this on 1.6, and haven't been able to test it in 1.7 yet, but has happened in previous versions too.

One issue, when performing a throw, Player A is performing a German Suplex on Player B. So Player A continues facing forward while Player B snaps to face the opposite way as they are lifted over Player A. When the throw connects, the first frame after collision, Player A assumes the first frame of the animation for throwing. Player B will have position in place but show their first idle frame. Then, the 2nd frame of the throw animation for Player A is the second frame of the throw animation, but for Player B it's the first frame.

Second issue, again possibly related. Player A has a jab animation. Player A performs a Jab. Move data says the frame data is: 9(2)16. So the Active frames are between 9 and 11. Animation preview frame 9 is the first frame showing the hitbox. Running the game, the hitbox displays on Animation frame 7, not 9.

I'm using Mecanim and UFE Engine with avatars on each of these characters.

Any help from anyone would be appreciated in if not fixing these issues at least understanding why they are occurring.

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Re: One or two frame delay on move execution

I've just verified this is happening with Robot Kyle as well, so this isn't unique to my characters.

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Re: One or two frame delay on move execution

As far as direction and rotation, try switching the Orientation options under Move -> Animation and Move -> Opponent Override. Those options will give you a better control over the direction and rotation the animation should run.
In the case of the animation being a few frames off, you can use the inspector to trim the animation a few frames (Mecanim only) or extend the casting frame under Opponent Override.

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Re: One or two frame delay on move execution

Mistermind wrote:

As far as direction and rotation, try switching the Orientation options under Move -> Animation and Move -> Opponent Override. Those options will give you a better control over the direction and rotation the animation should run.
In the case of the animation being a few frames off, you can use the inspector to trim the animation a few frames (Mecanim only) or extend the casting frame under Opponent Override.

In the first situation, it's not an issue of the animation facing the wrong way, it plays the proper way. It appears there's blending going on from the idle to the first animation frame of the character being thrown (which is them facing towards opponent to facing away opponent). The blending happens the same speed regardless of if Opponent Override is being used or not.

In the second situation, trimming the animation frames won't do anything. The hitboxes render two frames before the animation frame they are set to render does. You can verify this yourself with Kyle's PunchStandingLight (or any move). For the PunchStandingLight, the move file is set to have active frames between 11 and 13 (displaying in the preview as Frame 11 and 12). When running the game, his active frame hitboxes render on frame 9 and 10 instead of 11 and 12.

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Re: One or two frame delay on move execution

Still haven't been able to figure out how to resolve these two issues.

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Re: One or two frame delay on move execution

Maybe a dumb question are there cinematics or slow down effects involved?  Also what speed do you have the throw/confirm animation running at as well as the override?  I've noticed hit box frame issues when you mess with this and sometimes the best way to get it how you want is to tweak it till it looks right at run time. For instance if your animation normally runs at 125% but you have a cinematic at 100% (the max without fixing the code) it will be off.

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Re: One or two frame delay on move execution

Speed is running at 100%, no cinematics or slow down effects are applied.

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