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When you trigger the transit from one animation state to another with a parameter condition, that condition won't be checked until the exit time of the transition is reached in the current animation cycle. So when you have a very long idle animation with a long exit time, it can take a while until the conditions for changing to the walk animation is checked ...


Head bobbing consists of transformations to the camera to imply human movements of the player. The player would be using his/her feet to step from one foot to the other. This causes all sorts of changes to the viewpoint of the player but we're just going to look at a few. Let's define a function to call with some time value which we can then plug into an ...

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