[Help request] Implement Jump animation when crossing a Mesh Link

Would anyone be able to share some tips on how to implement JUMP animations when crossing mesh links?

I already have a script that handles the movement, in my case using a Bezier cube.
what would be the best way to address the animation clips to play?

in particular, how/when should the “landing” animation be triggered since it has a small falling effect before hitting the floor?

Many thanks in advance

I think this is where you’d start using more customized off-mesh link logic. In a nutshell, you can make a script for your agent that contains all your logic for what happens during a off-mesh link. You pretty much have full control from that point and can do things like checking if the unit is touching the ground after a jump, check how far from the ground they are, etc. and use that information for your animation timing.

What would be the way to make sure the character movement after the link is traversed only starts/recalculates after all animations have been completed?

Is that only happening after both the IOffMeshLinkHandler.GetOffMeshLinkStateMachine(...) and IOffMeshLinkStateMachine.OnFinishTraversingOffMeshLink(...) are fully complete?

The main thing controlling how long an off-mesh link runs for is the

IEnumerable IOffMeshLinkStateMachine.OnTraverseOffMeshLink (AgentOffMeshLinkTraversalContext ctx) {

method that you can implement yourself. This is an IEnumerable, so you can for example wait until your animation is complete, inside it.

kk cool.

One more question if I may…

Let’s say that my landing animation included rolling on the floor with root motion. this means that when the OnTraverseOffMeshLink ends, the character will not be and the other end of the link but will be further away (somewhere else).

Do I need to for an update on the character path finding or will it get on track by itself ?

thanks

Assuming it is somewhat close, it should get back on track all by itself. No manual intervention necessary.