Game Development Reference
In-Depth Information
Conditions
MotionState
Equals
1
We can see here that this time, we leave the
Atomic
box checked, which means
that our transition to the
jump
state won't get interrupted by any other animation.
We also need to edit the curve and tweak the blending time to
0
to make the
transition from
Any State
instantly change to the
jump
animation when the char-
acter jumps, as shown in the following screenshot:
We can zoom in/out the curve editor by scrolling the middle mouse button or pan
by clicking the middle mouse button and moving the cursor.
17. Lastly, we will need the transition from
jump
to
fall
. We have set it this way be-
cause we don't know how high the character will jump; so, we want to show the
jump
animation clip until the character starts falling. Simultaneously, we switch
to the
fall
animation clip. Let's right-click on
jump
and create the transition to the
fall
clip and set
Inspector
as follows:
Atomic
Leave it checked
Conditions
MotionState
Equals
2
Now, we have finished setting up the
Animator Controller
in the
Animator
view, which will look like the following screenshot: