A GameObject’s functionality is defined by the Components attached to it. However even if you only have a single Animation Clip you still need to place it into an Animator Controller to use it on a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]() More info See in Glossary to a jump Animation Clip whenever the spacebar is pressed. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. ![]() For example, you could switch from a walk Animation Clip Animation data that can be used for animated characters or simple animations. In most cases it is normal to have multiple animations and switch between them when certain game conditions occur. More info See in Glossary for a character or object. Transitions define how long a blend between states should take, and the conditions that activate them. An Animator Controller allows you to arrange and maintain a set of Animation Clips and associated Animation Transitions Allows a state machine to switch or blend from one animation state to another.
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