How can I go to specific frame in animation? - c#

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!

Related

Create dynamic climbing method

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.

How to reset sequence of animations when target is lost

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.

Unity modify animation at runtime

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

Changing Sprites using scripts in Unity2D C#

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.

Character slowly move up the ground using a humanoid animation type in Unity

I have a marine model used in my start project, which will uncontrollably lift off the ground when running. I import the fbx resources, set the animation type as humanoid and configured the avatar by automatically mapping, set up a animator controller that contains only a running animation. Here is about several seconds after playing:
But when using a generic animation type everything works fine. Any suggestions to fix this while still using the avatar system?
UPDATE:
Configure of my 3D model:
This is obviously caused by root motion. What happens is, one loop of your animation takes the character slightly higher. Adding these slight changes up, you get what you're getting. If you don't need root motion (doesn't look like you do), disable it (from the animator component's settings). If you do, either edit the animation to make sure it fits, or disable root motion along the Y-axis (you can do this from the animation's import settings).
In case you don't know what root motion is, it's when the root bone of your model has animations applied. You obviously can't create the entire animation of character running up and down your levels, and until recently (though not MUCH recently) characters where animated in-place, and moved procedurally via code (I know for a fact that Unreal Tournament 3 uses this method, as would any UDK user). Then, people started wondering how they could make their characters move more realistically? I mean, it's not like you walk forward at a constant rate of 4 km/h, you tend to slow down and speed up during different parts of the walk cycle. The same can be applied to video game characters using the technique known as root motion.
With root motion, you actually move the character forward during its animations. This will cause an animation to look really bad in max or maya, since the character will just snap back to its original place after a loop. However, this data is used intelligently in game engines: Rather than use the absolute position the animation yields, you take the velocity out of it between each two frames, and move your character based on that velocity (Unreal engine actually has a really neat acceleration mode for applying root motion, though I'm not really sure how that would be different from velocity mode). This will make your character move forward at the same rate the animation does, and thus you can actually animate the character's movement as well as its limbs and joints. Moreover, since you're using the velocity and not position data from the animation, it will look exactly as you'd expect it to. If you're interested in this technique, take a look at the Mechanim demo pack they have on the asset store. It makes extensive use of root motion to move the character around.
My company was having a similar issue but we still wanted to keep the "Apply Root Motion" toggle checked. When the same animation played on loop, the model stayed in place but if several different animations were played one after another, this caused the model to rotate / shift in position.
The solution for us was ticking these check boxes in the animation settings for each animation. Root Transform Rotation, Root Transform Position (Y), Root Transform Position (XZ).
I had the same issue a few days ago. I found out that the problem was the Apply Root Motion in the Animator script. Make sure it's unchecked.
Tag your player with "Player" in scene
and use this script
float y;
GameObject player;
void Start ()
{
player = GameObject.FindGameObjectWithTag("Player");
y = player.transform.position.y;
}
// Update is called once per frame
void Update ()
{
float diff = player.transform.position.y;
player.transform.Translate ( 0, 0,z - diff);
y = player.transform.position.y;
}
it is little hacky soultion but works!!
note: if you want to use y movement at some point just calculate and add it to diff variable.
For those who couldn't solve this issue with 'bake into pose'.
I tried 'Bake into Pose-Y', but it didn't work.
Meanwhile, in FBX > Animation > Motion, I set 'Root Motion Node' as 'Root Transform'(It was 'None' before), it solved my problem. Unity version is 2020.3.34f1.

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