I'm working on 2D game in unity and the game has several animation clip like : Idle, Idle Stomach, Figure and etc.
Also I have two section in my scene: 1- home 2-character
My default animation is "Idle" and I use SetTrigger to run the specific animation clip.
Animation and trigger work fine but when I trigger from "Idle" to another animation like "Figure" and switch between home and character (character section false -> home section true -> home section false, character section true) , my Idle animation blend with another clip witch it has trigger before and it has some frame from figure or stomach animation.
How can I reset animator like when scene load? or reset Idle clip for example?
I try these separately :
true/false animator component
set trigger Idle animation again
use Play("normalState", 0, 0f);
but didn't work.
You could try the exit node in the animator, doing this will automatically make the animator go the default animation clip.
https://i.stack.imgur.com/XigM7.png
Add this to layer 0 and use Play("Exit", 0);
Related
So, I recently learned how to animate certain objects, but I don't know how the code works.
I learned the animator tab, where idle camera animation will transition from walking if I am holding my movement keys. I searched tutorials on youtube and google, but all I can find are animations found on models, not actually on the camera.
If I used that logic on a camera, nothing actually happens, and I don't know what to write.
I've set a bool, which is labeled "WalkingForward", because I have different animations on different movements.
When it is true, the forward walk animation will play, and if false, it turns back to idle animation.
The only thing I can't figure out is a code that will detect the "Horizontal" and "Vertical" movements to start playing the animation.
Here is the link of my animator controller tab https://imgur.com/a/euM9yFl , and I would really appreciate if someone has an idea.
You can handle/detect movement in the Update() method for a GameObject, then get the Animator for the Camera and set the Animator parameters.
See Unit Animation Parameters Docs for more info, but the general idea is something like this:
// Update method attached to wherever you want to detect movement
void Update()
{
// isMovingHorizontally and iMovingVertically are not defined here
// They could either be based off the speed/momentum of the GameObject
// Or the input from the player
var isMovingHorizontally = isMovingHorizontally();
var isMovingVertically = isMovingVertically();
animator.SetBool("MovingHorizontally", fire);
animator.SetBool("MovingVertically", fire);
}
I'm trying to animate a spaceship barrel roll, and for some reason when the roll animation end, the ship goes back to the starting position. Attaching a GIF to display :
https://gfycat.com/glaringgrotesqueherring
https://gifyu.com/image/tQ8I
Here is how I set up the animator, as you can see there are no properites on the idle animation:
What am I doing wrong? Thank you.
I created in the Window > Animator a new empty state called it Walk using HumandoidWalk and set it as default when running the game all the 3 ThirdPersonControllers start walking automatic. How can i make that the main player will not walk automatic and will be controlled only by the user ?
The two guards are patrolling so i want them to start walking automatic when running the game. But the Main Player should not be walking automatic. The problem is that the Walk state in the Animator is applying for all the characters.
You can duplicate the animator and change the default state for any of the states you want. Then put it on player animator component. Right click on any state ans set as default to change default state.
For player you will need a transaction between the default state and walk state as well as code input.
I'm new to Unity and I'm struggling with configuring my animations properly. I have attack animation which must be played if you press the spacebar once and if you hold it it should play until you release. My problem is that once you release the spacebar the animator instantly returns to the previous state. I've read some answer on the Unity Q&A site but they are all concerning a script that runs the animations, I don't use any script to run mine I'm simply setting them up in the animator. How can I fix this ? The way I change the animation is by switching the value of a boolean variable like this :
if(Input.GetKeyDown(KeyCode.Space))
{
IsAttacking = true;
}
if(Input.GetKeyUp(KeyCode.Space))
{
IsAttacking = false;
}
playerAnimator.SetBool("IsAttacking", IsAttacking);
My project is in 2D if it matters.
Click this ->
Exit Time
Inside of the animator you have your clips. Clicking on a clip with bring up this inspector view. You'll want to check Has Exit Time'.
Then you'll want to set your exit time to 1 and your transition duration to 0.
By setting those values, you're telling the animator that this animation MUST finish before moving on to the next one.
In Unity 3D (2D mode), I have a few Game Objects linked with Animator, and animation made with Animation Timeline. The animation is initially disabled:
public GameObject car;
Animator carAnim;
void Start() {
carAnim = car.GetComponent<Animator>();
carAnim.enabled = false;
}
Then, with an input event, the animation is set to enable:
void Update() {
if(Input.GetKeyDown(0)) {
carAnim.enabled = true;
}
}
However, when the animation starts to play, the whole screen flickers once. How to remove the flicker?
I think the problem is that you're trying to enable and disable Animator component at runtime. Animator was not designed to be used like this. If you want to play animation in certain point of time, just keep Animator enabled, create 2 states - "Idle" and "YourAnimation", create transition between them and control it with some bool parameter.
Much simple way is to use Animation component (if you don't need Mecanim and transitions between states), where you can play animation with just one line of code:
gameObject.GetComponent<Animation>().Play("MyAnimation");