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:
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