Game Development Reference
In-Depth Information
Go ahead and add these to the graph by dragging-and-dropping each animation
from the
Project
panel into the Graph Editor, and name each state as appropriate,
as shown here:
Building an FSM in the Animator window
In addition to the standard animation states added so far, let's add an additional
empty state too. This will be the initial and default state of the enemy; this state plays
no animation and represents, effectively, a stateless state until we explicitly put the
enemy into a specific state at level startup. To create an empty and default state,
right-click on the empty space inside the Graph Editor and choose the
Empty
option
in
Create State
from the context menu (rename it appropriately to
Start
or
Init
),
and then make it the default state by right-clicking on the state and choosing
Set As
Default
, as shown here: