Game Development Reference
In-Depth Information
Objective complete - mini debriefing
In this step, we have created the Animator Controller , which we used to control the anim-
ation state of our character. First, we named the layer to Base . Then, we dragged all the
animation clips and linked them with the transition. In the transition, we set up three para-
meters to give the condition for each changing state, which are Speed , IsRun , and Mo-
tionState .
The Speed parameter is a condition to check whether the character is moving, which uses
the float object. IsRun is a boolean object, which is used to check whether the player
hit the key to run (in this case, we will use the Shift key to toggle it in the next step). The
last parameter, MotionState , is the integer that is used to check which state the character is
in. In this case, we use 0 = Ground , 1 = Jump , 2 = Fall , and 3 = Jump Hold
(this state will hold the jump animation to the last frame).
At last, we have put the Animator Controller to our character in the scene.
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