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);
}
Related
I've followed some simple tutorials on Udemy and Youtube, and I created a player controller that involves walking and attacking. I cannot seem to figure out why I can't attack while holding down 2 directional inputs. The attack animation plays when I am moving up and right, but not down/right, down/left, or up/left.
Here is the code I am using
void Update()
{
//Movement
theRB.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), (Input.GetAxisRaw("Vertical"))) * moveSpeed;
myAnim.SetFloat("moveX", theRB.velocity.x);
myAnim.SetFloat("moveY", theRB.velocity.y);
//Attack
if (Input.GetKeyDown(KeyCode.Space))
{
Attack();
}
void Attack()
{
myAnim.SetTrigger("Attack");
}
}
I understand that the Attack() method has no effect yet besides the animation, but I cannot get the animation to play while moving diagonally. Any help would be appreciated.
Ok, let me explain you bitwise
that you can't run 2 animations at a time when using Unity animator. I think that you might be using kinda this
Instead of beating from any state. I mean see it will be on IDLE by default and it will only attack if the character is on IDLE animation. So to prevent this you can use
What it will do is it will set the player even if it's walking. You must set back transition to IDLE if not walking and back transition to walking if it's walking. If you are doing this mistake I hope so you got your answer.
I would like to understand how to create a script to climb objects of different heights like in this video this.
I know you have to use LayerMask to understand if you are in front of an object, but I don't understand the script that brings the character from below to above the object or on the other side (if it is a wall to climb over) .
For a ladder, I thought I'd put "gravity = false" and "transform.up * Input vertical" to go up or down. But to position yourself above a wall in this way, what script do it's used?
And how does the same animation be usable on walls of different heights as in the video ?
Use an animator, setup your animations in your state machine, in the animator click ‘apply root motion’ and your animation will apply to your character position.
As far as I know, there are ways to manage Animation
Immediately,
Managing in the form of objects.
Managing with Sprite Images.
Is it effective to manage animations
in object format to manage character's joints in 2D animation?
What should I do to make it easier for me to understand Unity Animation?
As a beginner, we need a lot of data. I need your help. Help me.
I am going to explain the animation by manipulating GameObjects.
You need to add an Animator component to the GameObject you wish to animate. The animator component needs an animator controller. You also need to create an animation clip which represents an animation.(Animation controller is automatically created when you create an animation clip)
Now, to get started with animation you need to focus on animation clips. After you add an animation clip, you can record an animation into it. You do this by hitting the record button in the Animation window. While recording, any changes made to the GameObject will be recorded into the animation clip. (For example, you might move your GameObject). Any such change will create a key frame in the Animation timeline. The time point where key frame should be created can be changed.
Unity will interpolate the changes between two keyframes automatically.
However, there is also an animation curve which allows you to define how changes are applied between time points.
After you record animations you can define how transitions between different animations are made in the Animator Window.
unfortunably I am not really sure what your question is about?
For question this might be helpful:
https://www.youtube.com/watch?v=PuXUCX21jJU
Usually you have a Image File with the animation movements of your 2D Image object and using the "Sprite Editor" to cut them out for Unity.
You then add this Clip on a Animimation Component to be added to your "GameObject".
Since this is a "C#" question, maybe you want to know how to access this Compnent. The best is to use it in the "Init()" and add:
var anim = GetComponent();
Now you can use the "Animation" Component to play the configured Animation Clips.
I hope this helps you a little bit.
If I have a player and let's say a red ball hits my player and the player goes on fire... OK easy enough I did that. But now I want to add to the code below under the if statement that a blue ball hits my player and freezes or a black ball and causes death animation... But it's just not working out to add multiple animation events to 1 player.
Public GameObject GoneGo;
void OnTriggerEnter2D(Collider2D collisionObject)
{
if (collisionObject.gameObject.tag == "Orb")
{
PlayGone();
}
}
void PlayGone()
{
GameObject gone = (GameObject)Instantiate(GoneGo);
gone.transform.position = transform.position;
}
What you could do is perform a name check on the collider that impacts the player. You already have it checked the tag, have it check for redball,blueball, or blackball as the GameObject name afterwards.
You can handle multiple animations by looking into unitys mechanim system, which is the animator component (not animation component).
https://community.mixamo.com/hc/en-us/articles/203879268-Unity-Mecanim-Animation-Basics
What you would do after setting up the animator is have it SetTrigger for different trigger parameters. Or, you could use something like SetBool with a bool in the parameters like HitByBlueBall or HitByRedBall.
Hope this helps!
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");