Automatic animation after the previous one in Unity - how to do something like that?
I mean, in my game, I performed the jump function and it has its animations, and how do you do that when it ends, the falling animation will start - that is, right after the jump animation,
Question: How can I start the animation immediately after two in Unity?
Please help!
Thanks to Unity's built in animator this is actually really easy to do without any code. All you have to do is setup a transition to the next animation after that animation plays. I'd recommend this tutorial to get started. (I've already set it to start at the part of the video where he actually talks about it)
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I am facing a problem while playing a animation which is already playing at the moment.
e.g. I am currently working on boxing fighting game in which when I punch twice, first time animation is played but second time, it doesn't restart animation.
I also tried turning off that animation if it is already running, not finding any clue regarding this problem as I'm beginner in mecanim animation.
Mecanim doesn't allow you to do this directly. A state can only be in one state at a time. Either at the end and fading out or at the start and fading in, but not both at once.
You can do a hacky workaround where you make two states with the same animation and alternate between them each time you want to play that animation. It's annoying to set up and makes it take more effort if you need to refactor, but it does work.
My Animancer plugin on the Unity Asset Store has a function specifically for this situation: CrossFadeNew will always fade the animation in from the beginning. If it's already playing it will automatically create a new state to fade in while the old one fades out. Feel free to contact me via the support email address listed on the store page and in the user manual if you have any questions about it.
So I'm trying to start and stop my walk animation, in unity 5.3.
Something like this.
If(Input.GetKey(KeyCode.RightArrow)){
GetComponent<Animator>().Play("WalkAnimation");
}
else If(!Input.GetKey(KeyCode.RightArrow)){
GetComponent<Animator>().Stop("WalkAnimation");
}
But somehow this doesn't really work out for my.
thanks in advance for your help.
While this doesn't directly answer your question, using direct commands to animation is a legacy functionality, nowadays we use Mekanim animation state machine:
You can find a video tutorial here
I am making a 2d game in Unity, and for the main character I have created 4 animations; up, down, left, and right. To do this I just made the animation and trigger them with a line of code like this:
anim.SetBool ("movingUp", true);
which would happen when the up key is pressed. This type of animation is easy to deal with because it is not based on time, but how long the player wants the character to be in that state. I am now trying to add an animation that is triggered when the character collides with another game object. I am not sure how to make it so the animation will play just one time and then go back to the other animation. Is there a way to trigger an animation to play just once in Unity?
Generally speaking you don't have to code your own controller, Unity already has that one and here is the link to official Unity tutorials how to use it. What you need is to fire off a trigger just like you did upon collision and check has exit time on that animation in the controller. After that you just guide the state back to the animation you want it to go back to. Again, accurate and thorough tutorials are found online on the term Unity Mecanim how to or Animations in Unity or something like that.
MAke an animator controller and add the 4 animations into it. then make a transition between them with the Boolean. Are you doing this as an automatic animation without triggering it?
I am working on a 2.5D side scroller/platformer project just kind of as a learning experience. I imported a robot model that came with premade animations. I have 2 questions regarding setting him up for movement and his animations. First, I set up movement for x and y, but do I only need to do x? Right now if I hit the UP arrow, the character appears to jump, but feel like that is probably bad form. Am I correct in assuming I should do just the x value for movement and create a separate method for jumping? My second question is with the animation controller. I set up all my states and set my transitions, but I'm not sure what to do from there. What do I do to actually set up the transitions, if anything, and also I could use some information on setting up the animations on the programming side. I have some very slight general knowledge of it, but not much and I'm having trouble finding good solid tutorials for these specific questions.
Thanks for the help!
Yes, I would recommend doing separate controllers and script files for side to side moving and jumping. That way if you ever need to change one of those behaviours you have a specialized place to do it. Also, perhaps you have an enemy that moves side to side but doesn't jump. Or perhaps something that jumps but doesn't move. You could just drag the correct behaviour onto the game object.
as for animations, the unity learn tutorials are pretty helpful getting you started on animations and very basic state transitions
Anyone know how to use Goblin XNA to implement ball control in the same way as one might find in the board game labyrinth?
There don't appear to be any tutorials or information at all regarding how to do this, despite there being a demo video displaying just such a thing.
I've setup the environment and gravity and added the ground and a sphere. I use WorldTransformation.Decompose to extract the current orientation of the board. I know the next step will be either ApplyLinearVelocity or AddForce to the sphere based on the current board orientation, but I don't know how to constantly apply these methods to the ball so that the ball is moving in response to the movement of the ball. Adding code to the Draw or Update methods only executes the code a single time. Anyone familiar with Goblin XNA at all and able to help?
As far as I can see in Goblin XNA the Update and Draw methods are called the same way as standard XNA games. Can you give more specific information? source code perhaps?