Switching held items quickly makes the hands snap or wait for senseless animations
A player taps through three items in half a second. Every raise-and-lower animation then plays from the start, so the hands jump, or the game queues them up and ignores what was pressed last. Here is how to let the hands change their mind in the middle of a motion.
Why this works
When the hand's height is one continuous value that moves at steady speed, any interruption just turns it around from where it is. There is no jump because there is nothing to restart, and no queue because only the last wish matters.
When not to use it
Wrong when each item has its own long, hand-made equip scene, such as a heavy launcher being slung off the shoulder, and when switching should cost the player something on purpose. Then play the whole clip and block the action while it runs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 36 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Switching held items quickly makes the hands snap or wait for senseless animations" (read_entry switch-weapon-mid-raise-without-a-pop) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP