An animation controller allows you to tell your object which animation to play based on conditions that you specify. This is where animation controllers come into play. You can’t simply create a single animation that can somehow tell what your player is doing at any given time. You need animations for the character in a crouching position, crouching and walking forward, sprinting and moving forwards, walking and moving left, and more. Each of these states requires a custom animation. Maybe the player can crouch and move in any of these directions at the same time. Maybe the player can also run in any of these directions. In a game, maybe you allow your user to move a character forward, backward, left, or right. In a game, this isn’t an option unless you’re rendering non-playable cut scenes. In a 3D animated film, the modeler animates every single frame of the film in a very specific way. The main difference between a video game and a 3D animated film, for instance, is that a video game must be adaptable to a wide variety of inputs and conditions. Games heavily use 3D and 2D animations for models and sprites. If you’ve done any 3D modeling you’re likely familiar with 3D animation. It will return to white when the user presses spacebar again. Specifically, we will make an animation that will make a 3D cube red when the user presses spacebar. This controller will be able to play an animation when the user presses a button on their keyboard. In this Unity tutorial blog, I’m going to provide step-by-step instructions to create a very simple animation controller. In general, developers will utilize animation controllers (Unity calls them animator controllers) to handle which animations to play and when to play them. I hope this helps, if you accept this answer please up vote it to help others facing the same issue find it easier.Unity 3D has some great tools for handling animations. If you have any questions or need additional help, simply comment on this answer or my E-mail can be found on my profile. if in the inspector it says: “Element 0” then this would be the same as “animatorList” i = the number of the animator in the list. Remember to turn off this specific animator to avoid turning when another valve is activated. If (valvesList.Length >= 1) //make sure list isn't emptyįor (int i = 0 i ()) //fill up your list with animators components from valve gameobjects*ĪnimatorList*.enabled = false //turn off each animator component at the start*įor (int i = 0 i < valvesList.Length i++) //NOTE: do “valvesList.Length - 1” instead, if you get index out of range errorĪnimatorList*.Set(//enter parameter here\) //set the animator parameter to play the animation* Public GameObject valvesList //put all your valves here from the inspector Public class ValveSelectorScript : MonoBehaviour Write a C# script to determine which valve should turn, the only parameters you should set in the Animator are those that decide which animation (or animation state) to play.įinally, as for detecting which valve should play the turning animation use something along these line: using System.Collections Your conditions are why all of them become activated at once. **Step 4: ** On your next valve (or object) add a animator component, add the animation controller from the before and done.Īll valves/objects use the same animation. **Step 3: ** Put that animation in the animator as a state. **Step 2: ** Creating it with the animation tab Unity should automatically create a animation controller, if not right click in Project to create new. **Step 1: ** So this is fairly easy to do, say that you make one animation for the valves that rotates to simulate turning it.
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