Unity: Animator not transitioning between states when using Blend Trees - URP issues?
I'm facing an issue with my Animator Controller in Unity (version 2023.1.0f1) where the transitions between states in my Blend Tree are not occurring as expected. I have a character with multiple animations and I am trying to blend between walking and running based on the character's speed. However, when I change the speed parameter, the Animator does not transition between the idle, walk, and run animations smoothly. I've set up the Blend Tree with the speed parameter, but I'm encountering unexpected behavior where the animations snap instead of transitioning fluidly. The Blend Tree is configured as follows: ```csharp // Sample script to control speed public class PlayerMovement : MonoBehaviour { public float speed; private Animator animator; void Start() { animator = GetComponent<Animator>(); } void Update() { speed = Input.GetAxis("Vertical") * 10f; // Using vertical axis for forward movement animator.SetFloat("Speed", speed); } } ``` I tried setting the transition conditions in the Animator to use the speed parameter, but I still notice that the transitions often feel abrupt. The animations are configured with a blend parameter and I ensured that the transitions do not have exit time, as I want them to blend in real-time. The Animator window shows that my Blend Tree is being evaluated, but the output doesnโt seem to match the expected animation speeds. Additionally, I checked the Animator settings and ensured that the Update Mode is set to "Animate Physics", but this hasn't resolved the snapping issue during the transitions. I also experimented with adjusting the blend weights in the Blend Tree, but it didnโt yield the desired smoothness. The issue seems prevalent when switching between the walk and run states, where the character suddenly jumps to the running animation instead of blending in. Does anyone have experience with similar issues or suggestions on how to achieve smoother transitions in the Animator when using Blend Trees? Could this be related to the Universal Render Pipeline (URP) settings or something else? Any insights would be greatly appreciated!