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[Unity] Problems About Motion Priority & Fade

edited September 14 in Help
I must admit, Live2D SDKs is difficult to learn. No API documentation and so.
Now I'm stuck on very basic things, Playing Animation.

MotionController.PlayAnimation() consist of:
void CubismMotionController.PlayAnimation(AnimationClip clip, [int layerIndex = 0], [int priority = 2], [bool isLoop = true], [float speed = 1])
with **priority** parameter (default: **2**):
CubismMotionPriority.cs

public class CubismMotionPriority
{
    public const int PriorityNone = 0;
    public const int PriorityIdle = 1;
    public const int PriorityNormal = 2;
    public const int PriorityForce = 3;
}

So, I play a character login/intro motion:
CharacterViewer.cs
motionController.PlayAnimation(animations["login"], isLoop: false);

From the documentation, you need to subscribe to `AnimationEndHandler` event to make the next motion transition faded.

By using a callback that is called when motion playback ends, which exists in the CubismMotionController, the same motion can be played again from the callback to generate a fade and loop the motion.

https://docs.live2d.com/en/cubism-sdk-tutorials/loop-playback-with-fade-cubism/

I follow the tutorial and make a method to subscribe to:
CharacterViewer.cs
//...
motionController.AnimationEndHandler += OnLoginComplete;
//...

//...
private void OnLoginComplete(float instanceId)
{
    // This will play `idle` animation continously
    motionController.PlayAnimation(animations["idle"], priority: 1);
    motionController.AnimationEndHandler -= OnLoginComplete;
}
//...
Above codes work as expected. From `login` -> `idle` motion with fade transition.

On another hand, i perform a Raycast to the character. When I click a part with `Touch` component, it will play a specified animation. (NB: There's 3 parts with `Touch` component)
Touch.cs
//...
if (hitCount > 0 && results[0].Drawable.TryGetComponent(out Touch _)) // If the part found...
{
    // This will play Touch animation with janky transition, no fade
    CharacterViewer.MotionController.PlayAnimation(
        CharacterViewer.Animations["touch_body"],
        priority: 3,
        isLoop: false
    );
    CharacterViewer.MotionController.AnimationEndHandler += OnTouchComplete; // It doesn't subscribed to the handler whatsoever :v
}
//...

//...
void OnTouchComplete(float instanceId)
{
    Debug.Log("Back to Idle...");
    CharacterViewer.MotionController.PlayAnimation(
        CharacterViewer.Animations["idle"],
        priority: 3,
        isLoop: true
    );
    CharacterViewer.MotionController.AnimationEndHandler -= OnTouchComplete;
}
//...
The `Touch` animation will play because I used `Force` priority. Using `Normal` priority also work, but it's give me a log message: `can't start motion.`. There's no fade transition because the Idle animation is looped (AnimationEndHandler practically will not be called because the animation will not ended. CMIIW).
The method (`OnTouchComplete()`) I registered to the event isn't called. So, the character can't go back to the Idle animation. According to the docs:

CubismMotionController.AnimationEndHandler callback will not be called if isLoop in CubismMotionController.PlayAnimation() is passed true.

https://docs.live2d.com/en/cubism-sdk-tutorials/loop-playback-with-fade-cubism/

It's clear that I don't play `Touch` animation looped. So why, `OnTouchComplete()` isn't called?

Alternatively, if I wait until the current animation is done, also not working.
Touch.cs
//...
CharacterViewer.MotionController.PlayAnimation(
    CharacterViewer.Animations["touch_body"],
    priority: 2,
    isLoop: false
);
await UniTask.WaitUntil( // Equivalent to Task.WaitUntil in System.Threading.Tasks
    () => !CharacterViewer.MotionController.IsPlayingAnimation()
);
OnTouchComplete(0); // Execute with dummy argument
//...
Bruh, it's drives me nuts... If anyone can help me is much appreciated :smile:

Answers

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