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:
 
Search WWH ::




Custom Search