Animation Mirror in RunTime - Unity Tutorial
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- เผยแพร่เมื่อ 11 ต.ค. 2024
- In the video I got mixed up between AnimatorState vs AnimationState but you understand :)
docs.unity3d.c...
docs.unity3d.c...
Also check out the documentation on State Machine Behaviors (what I used to loop the walk animation):
docs.unity3d.c...
Repository:
github.com/Rou...
Files are available here:
drive.google.c...
Any questions/comments? Join us on discord:
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In the video I got mixed up between AnimatorState vs AnimationState but you understand :)
docs.unity3d.com/ScriptReference/Animations.AnimatorState.html
docs.unity3d.com/ScriptReference/AnimationState.html
Also check out the documentation on State Machine Behaviors (what I used to loop the walk animation):
docs.unity3d.com/Manual/StateMachineBehaviours.html
Repository:
github.com/RoundBearChoi/animation_mirror_test
Files are available here:
drive.google.com/drive/folders/17Lfpa5r-3zeR1jaT0eJ4nqIR3pkU9ABE?usp=sharing
Any questions/comments? Join us on discord:
discord.gg/hAFTgcA
Thanks! Very useful, well explained and also gave examples of use and what may happen!
Just some 2 cents...at runtime, it can be used to make enemies lose a limb and use the other arm for attacks.
Cheers!
interesting tip. have fun!
Thank you very much! Dude you don`t even know how much headache you prevented! Wish you 10 000 years of glory!
haha thank you. i hope you have fun with your project
Than you. This was driving me crazy.
When I first encounter the loop+mirror issue I just flipped the entire character with scale, but this morning I noticed editing a trailer: "wait a minute... that decal is facing the wrong way!"
lol have fun. just gotta control the animator
Holy shit dude. This was so informative. Thanks for the vid and good job
it was one of the more common issues :) i hope it helps!
Thanks for this. Would happen to know if you can do something similar with an animation track via Unity Timeline?
I havent tried but should work
목소리가 아주 듣기 좋아요 .ㅎㅎ 강의 잘 청취하고 갑니다.
감사합니다 ^ㅅ^ 자주놀러오세요~
I'm loving your tutorial right now, but i have a question. Using behaviuor for replicate loop function of the animation, have some impact in game performance or is it the same thing, and you made just for educational?
thanks for coming. one state machine behavior will not affect a big part of your performance, but optimizing involves cutting down "costs" throughout your entire game and there's many things that affect performance. i might think of something where i can use the mirror option + loop somewhere, possibly in my current player controller experiment. but i'd have to run some experiments first. we'll see :)
THANK YOU SO MUCH
my pleasure