TLDR:
Basically, I use the same animation for all of the soldiers, but I want those animations to behave little different from each other, so all my soldiers won't behave all the same. Would i be able to modify those animation at runtime?
So I'm working on this RTS style game that has a group of soldiers, let's say charging. Since most of them using the same animation. Although I randomize the starting time of each animation, so they won't be played simultaneously. But everybody in the unit is still charging with the same animation. And it looks rather weird.
I wonder if there's a way that I can alter each animation a little bit on runtime, to the degree they swing their arm, for example, one of the soldiers would swing a few degrees more, and other will swing less.
I wonder if it's possible to do in unity at runtime. And if so, how would I do it?
Any suggestions would be appreciated.
First and foremost, replace your animation with animator controller.
Inside the animator, for example, you can add animation events. You can also define animation parameters. Based on the parameters you define, your character can switch between different animations. Lets take a look at an example now.
Put a script, SoldierAnimator, on your soldier that has reference to the animator controller.. Now, lets say that your soldier's 'loadGun' animation has 3 variations. You now assign a parameter to each animation. So 'crouchLoad', 'quickLoad' and 'stuckLoad' substates can be assigned parameter 'loadType' with values of 0, 1 and 2.
Assuming that you can go from "Any State" to 'loadGun' state with trigger parameter 'load', and your SoldierAnimator reaches a point where it has to load gun, you can do something like this:
public class SoldierAnimator : MonoBehaviour
{
public Animator _animator;
void someUserInputEvent()
{
//... Some code here...
loadGun();
}
void loadGun()
{
int animType = Random.Range(0, 3);
_animator.SetInt("loadType", animType);
_animator.SetTrigger("load"); //Now your animations are randomized
// You can also experiment with _animator.speed = xx, for
// different speeds of loading animation, probably randomized a
// little, but then add an event to end of the animation and
// on the event, set speed back to 1.
}
}
What i would suggest you to do is set up conditions such that when the conditions is met, certain actions would be performed.
Transitions define not only how long the blend between states should take, but also under what conditions they should activate.
You can set up a transition to occur only when certain conditions are true.
To set up these conditions, specify values of parameters in the Animator Controller.
Also you can try : ordered interuptions , transistion offsets or transistion duration to achive your goals.
Further edits:
In this case, your higher-level script will need to set the character's animation parameters so that the avatar does what's specified in the text file. It might even be better to use Animator.Play() or .CrossFade() to directly change the animation state rather than setting an animation parameter.
For example, lets say your character 3 twitches at time 02:49. Then at 02:49 the script on character 3 (but only on character 3) should either set a trigger parameter such as "twitch" to true, or play an animation state directly such as Animator.Play("twitch").
So in effect all your soldiers would have different scripts each assigned to them.
Scripts have public properties that you set in the inspector. You can define a property for the character's number. This value would be unique for each character.
does this answer your question? sorry if i still didnt get your question
Related
Hello there :) I'm making a 2d platform game with Unity and got stuck with the crouch animation... I have quite a few frames for crouching, so, when player presses appropriate button character sits down and when the button is released I want this animation to be played backward, so, character stands up. Currently in the animator I created two states with the crouching animation assigned to them. Crouch state speed is 1 and so called un-crouch one is -1 which sort of works fine. My inner perfectionist's question: is there more elegant solution for this kind of cases that allows not to "duplicate" states?
Thank you in advance!
Something you can try is to add in your script a parameter to multiply the speed of the animation. You can call this parameters animDirection or something like this.
I am not sure if you want to speed up the animation as well, but just in case you can do something like this:
float animSpeed = 1;
float animDirection = 1;
Now you can manipulate in your script this variables, to make the animation move faster and also forward (animDirection = 1) or backward (animDirection = -1)
gameObject.animation["crouch"].speed = animSpeed * animDirection;
So with this you don't need to have two different states.
I am using Unity and Vuforia, and would like to make an animation on AR object that starts when target is found and resets when target is lost so that, when target is found again the animation starts from the beginning.
In order to make animation start only once target is found, I selected the option "Cull Completely" in the Culling Mode property of the animator component. But I can't manage to reset the animation when target is lost ! I have tried modifying the DefaultTrackableEventHandler script (the OnTrackingFound and OnTrackingLost methods) but it doesn't work.
So far I have tried :
Animation[] animationComponents = GetComponentsInChildren<Animation>();
foreach (Animation component in animationComponents)
{
component.Stop();
}
and some variations (animation name as a parameter of Stop method, animator component instead of animation component, ...).
Does someone know how to do this ?
Thanks for your attention :)
I know a way of doing what you want in a simpler way. Look for https://docs.unity3d.com/Manual/class-State.html
You will get the same results but in a different way using the animation states.
Then go to the animator window
And you can build something like that. Those are transitions between states, associated to an animation.
Take a look at this too https://docs.unity3d.com/Manual/class-Transition.html
So in your script you can access to the Animator with:
Animator MyAnimator = GetComponent<Animator>();
And in somewhere over your conditions in the game, you can do this:
MyAnimator.Play("Attack");
If that animation doesn't have a transition, it will your decision to make it a loop animation (it will repeat when ends) or it will stay in the position of the last frame of the animation.
With some conditions you might want to have, like the one in your question, you could do something like this.
if (Vector3.Distance(this.transform.position, myTarget.transform.position) >= 2f) {
MyAnimator.Play("Idle");
}
Warning: That Vector3.Distance may not be the best and fastest way of doing it, it's just as an example. Remember to always try to optimize your code with your project requirements.
I am wanting to make a birds-eye view pixel-art game.
I currently have two sprite sheets set up, and split and whatnot
groundSheet and characterSheet these are split up into
ground_0_0_0 (A concrete floor)
ground_1_0_0 (grass)
character_0_0_0 (man idle animation frame 1)
character_0_0_1 (man idle animation frame 2)
character_0_1_0 (man run animation frame 1)
character_0_1_1 (man run animation frame 2)
character_1_0_0 (woman idle animation frame 1)
character_1_0_1 (woman idle animation frame 2)
character_1_1_0 (woman run animation frame 1)
character_1_1_1 (woman run animation frame 2)
The numbers after are a note as to:
first number - the main set of sprite animations (eg man)
second number - the animation set in use (eg run or idle)
third number - the frame of said animation.
(the ground has this as i plan to have animated grounds late on)
Now, I wish to make a script for the character (and ground alike) that has an editable value that is view able in the unity editor, for example how things like the sprite renderer has sprite, colour etc. Which dictates what first number to use (see above) what second number and the delay for the animation of the third number. This will then tell the sprite renderer what pictures to load and how quickly to load them. I also wish for the script to scan for the file starting with for example character_0_0_ and then count how many files after it, so it knows what to do when animating. I would like this script to be checking for a change in one of the variables viewable in the unity editor to change and as soon as it does it checks everything it needs for an animtion.
Something else could be done where there is only 1 box to edit in unity, which you put character_0_0_ or ground_1_0_ or something similar, and it checks everything that way (it also makes the script universal, and usable on the ground, character and walls (which I am adding later)).
This may seem confusing, but it make sense for me and many of you will probably mention a much easier way to do animations and such, but please only say these if it does what I want above.
For scripts and such my file layout:
/Assets
/scripts
ground.cs
character.cs
/sprites
characterSheet.png
character_0_0_0
character_0_0_1
character_0_1_0
character_0_1_1
character_1_0_0
character_1_0_1
character_1_1_0
character_1_1_1
groundSheet.png
ground_0_0_0
ground_1_0_0
(For some reason Stack overflow said the above was code, so i had to make it as that)
ground.cs and character.cs are the scripts in which I want to made as explained above.
In my object view thingy I have
Main Camera
ground
character
I am practically a newb to C# and JS I know bascially the grammar of C# (like where to use {} and put ; at the end of the lines). If you help me with this, i request that you explain the script, like use the // thing to simply explain what each command does, I know a few but not all of them. And I know someone is going to say it is really well documented in tutorial X and such, but most tutorials are not in unity 5 and while helping with the matter do not touch on it exactly.
Thank you for your help, if there is anything about this question/request that you do not understand (It is pretty complex) I will explain.
Maybe I am completely wrong, but it seems to me that you are trying to recreate an Animation system.
Is there a specific reason for which you wouldn't use Unity's animation system?
You can do everything that you describe here with it (change sprite, choose animation speed). And you would have almost no code to write. Just drag and drop you sprites in the editor for a start
EDIT - answer to first comment:
What you should do is create all the animations you need. Then in the animator, you choose which condition will trigger a transition to another animation (for instance, boolean jump is true will transition to animation jump). Then in your code you can call GetComponent().SetBool("Jump", true).
To have different character, you can create different gameObjects (one per character). They all have a different animator with animations specific to the character.
The other solutiojn if you really want one one gameObject and one animator is that you also add string condition to you animation (example, if character=="character1" and jump==true, transition to jump animation).
If I were you I would really focus on testing and learning all you can do with Unity animator. I can't think of a case were you would need to recreate the animation system yourself
Your question was long winded and hard to understand but ill try to help,
firstly if you want editable values in the unity editor I would Suggest using a serialized structure of information like this
[System.Serializable] // this makes it viewable in the inspector
public struct Sprite_Manager;
{
public Sprite[] Render_Sprites; // array of sprites to store sprites
public SpriteRenderer S_Renderer;
public float Anim_Delay;
}
public class Character : MonoBehavior {
Sprite_Manager SMG = new Sprite_Manager(); // instantiate a new instance of the struct
void Set_Sprite()
{
for(int i = 0; i < SMG.Render_Sprites.Length; i++)
{
SMG.S_Renderer.sprite = SMG.Render_Sprites[i];
}
}
void Update
{
Invoke("Set_Sprite", SMG.Anim_Delay);
}
}
Not sure if this is exactly what your looking for but this is one way you could setup a structure of sprite based information and use Invoke to setup some sort of delay when passing new sprites to the renderer.
Having a little bit of an issue and cant seem to find an answer anywhere on the internet.
I have 4 sub state machines in Unity (see attached image), and upon play, if defaults to the pistol state machine and plays the idle animation fine.
I want to however have some code where by the user presses M, he can switch to the rifle sub state machine.
I have tried animator.Play but that does not seem to do the trick, so I am bit stuck. The following does not work which i tried:
if(Input.GetKeyDown(KeyCode.M))
{
animator.Play("Rifle",0);
}
Any ideas?
Every Default button in unity has its own 'name' called input axes in which you can call (i.e "fire1","jump")
This could be very useful especially in Mobile applications where you set these buttons to operate each on-screen button in your virtual controller.
If you want to add new virtual axes go to the Edit->Project Settings->Input menu
see here
Here is an example almost similar to your code
var bullet : GameObject;
var shootPoint : Transform;
function Update (){
if(Input.GetKeyDown("Fire1")) || Input.GetKeyDown("space")){
//example
Instantiate(bullet, shootPoint.position, tranform.rotation);
//you could put the code on how you shoot here
}
remember that update is called once every frame
Hope This Helps
You can accomplish this by creating an integer parameter in your Animator. Then in your code, when you want to switch to another one, set the integer to a different value; each transition (white line) is assigned a different integer.
From code:
// in the class
Animator anim; // assign in Awake()
// in a function
if(Input.GetKeyDown(KeyCode.M)) {
anim.SetInteger ("WeaponState", 2); // goes to Rifle
}
To work with this, you could create a None state machine as the default and get rid of Null. You would then have Any State point to None, Pistol, Rifle, etc.
In my game I've created a world view to let the player see progression from a level to another. What I've done is that I've made small "steppingstones", three between each level. So if I have three level, that 6 small dots between them.
What I've then done is created a sprite where frame 1 contains 1 dot, frame 2 contains 2 dots. Something like:
0 - - - 0 - - - 0
Where if the player has defeated level 1, it would look like:
0 - - - 0
So i have sliced my sprite up, and added a animation. By default it plays thru it again and again. I stopped this by setting the speed to 0.
The gameobject is named "leveldots_0", to it is a Animator with the controller "leveldots_0". I guess the animation is named "leveldots" as it is the asset with the play icon? I'm new to this...
So, in my camera (of all places) in my update method I want to control what frame of the dots. For instance, I know if player has defeated level 1, so I want to show the dots to level 2.
I thought I could grab the Animator and I would be happy:
Animator leveldots = GameObject.Find("leveldots_0").GetComponent<Animator>();
And thats okey, it gets boring when I try the next logic (???) step and get a hold of the animation itself:
leveldots.animation["leveldots"].time = 1.0f;
And there is where I get the error:
There is no 'Animation' attached to the "leveldots_0" game object, but a script is trying to access it.
How can I fetch the animation, and go to a frame/time in the animation?
That error is saying that you don't have an animation component attach to your game object. You are using an Animator component. An Animator component is like a State Machine in which you can associate animations with certain parameters, and you can also make interpolations between animations.
Now, leveldots.animation is a reference to the Animation componenet of that object, not the Animator. You could simply change one componenet for the other, and use the same animation, then you could access trough that same code. Or you can learn how to use the Animator here!