Game Development Reference
In-Depth Information
in the Project panel, select the AegisChung prefab. This will show it in
the Inspector panel. Change the Scale Factor to 1 . Then look carefully
(you may have to scroll down) to the Animation section and an area
that has columns of Name, Start, End, WrapMode, and Loop. Click the
little + symbol to tell Unity you wish to define/add an animation. As soon
as this is done a new animation will appear already named “idle.” The Start
column should read 1, but change the End entry to read 240. Change the
WrapMode to Loop (not the Loop checkmark—this is something else.)
By changing the WrapMode to Loop, the animation will, well, loop until
told to stop. If you have animated other animations, add them here now.
When done, click the Apply button ( Figure 10.45 ).
Figure 10.45 Importing Aegis
Chung including importing
animations.
Why?
We carefully scaled Aegis in Maya to allow for this quick setting of Scale
Factor of 1. The Animations area is where we get to define the multiple
animations that may be attached to any one asset. This can really have
any amount of animations. The key here is defining the animations with a
good name that we can call up later. The default animation this asset will
run (in the absence of other instructions) is that first one—idle. But, with
script we could call up any of the others (more on this later).
Using Aegis
Technically, he's in. He's a prefab and ready to be placed, used, and abused.
For fun, drag him into the Scene-EntryWay (drag from the Project panel
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