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What do you want to achieve?
I am currently trying to connect my custom character controller, that’s built on the ControllerManager with my custom animations script. -
What is the issue?
The issue is that, despite everything being connected correctly, the falling state is often missing whenever you jump. (You can see it in the provided screenshot of the output.)
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What solutions have you tried so far?
I’ve tried using a Highlight to make sure that the ground sensor isn’t the one cause issues, it wasn’t and it was sensing the ground correctly. I tried switching between different updating events instead of the “PreAnimation” like the tutorial for the ControllerManager said to do so, nothing fixed this issue.
SNIPPET OF THE STATE CODE:
function check_swim_state() : boolean
return is_swimming()
end
function check_run_state() : boolean
local ground_sensed_part = ground_sens.SensedPart
return ground_sensed_part ~= nil
end
function check_climb_state() : boolean
local climb_sensed_part = climb_sens.SensedPart
return climb_sensed_part ~= nil
end
function set_state(state_name : string) : nil
local con = name_to_con[state_name]
if con_manager.ActiveController ~= con then
con_manager.ActiveController = con
character:SetAttribute("State",state_name)
end
end
function update_state() : boolean
if character:GetAttribute("Ragdolled") then
con_manager.ActiveController = nil
character:SetAttribute("State","Ragdoll")
elseif check_swim_state() then
set_state("Swim")
elseif check_run_state() then
set_state("Ground")
elseif check_climb_state() then
set_state("Climb")
else
set_state("Air")
end
end