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The Unity Animator is an essential tool for making a beautiful game. 🕹 Animators use AnimationController assets. These assets allow you to create keyframe animations directly in the Unity Engine. For most animations, this is much better than trying to animate directly in code. Animations can be previewed as they are being modified, and don't require programming to update. 🕹 Animation Controllers are implemented with state machines. Each state represents an animation and transitions can be created between the states. A transition will blend between two different animations, so your character can transition smoothly from walking to running. 🕹 Animation Controllers are automatically created for models that also have animations. This is common for character models or any FBX that has animations attached. Custom scripts can then reference these animators, play animations, and trigger transitions between the different states. 🕹 The Unity animation system has a performance cost associated with it. In many cases the performance hit is negligible, but consider alternative solutions if you have thousands or hundreds of Animators active at the same time. 🕹 StateMachineBehaviour is a custom script that can be created and attached to a specific state in an AnimationController. Methods for Enter, Update, and Exit may be implemented for each state. This is good for creating or toggling special effects when an animation state is entered. 💬 What do you think about the Unity Animation System?
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Me First Games is an independent game studio dedicated to creating unique and bizarre video games.
Red MatterStar Impact is an upcoming adventure platformer coming to PC, Mac, and Linux.
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