Game Development Reference
In-Depth Information
5.
Create a new animation called EnemyWalkingAnimation and set
up the frames so that they create a ping pong effect similar to the
PlayerWalkingAnimation file (see the following screenshot for reference).
6.
Rename the automatically generated animator controller named
Enemy to EnemyAnimatorController , and then make sure that
the EnemyWalkingAnimation animation is placed within it as the
default animation.
7.
Make sure the Enemy object has a Box Collider 2D and a RigidBody 2D
component.
8.
On the RigidBody 2D component, set the Collision Detection property
as Continuous and set the Gravity Scale to 30 . The gravity scale property
is the degree to which this object is affected by gravity. In layman's terms,
higher numbers will make the object heavier. The actual size and shape of
the box collider on the enemy only needs to cover the center portion of the
treads. Therefore, it can be quite small—just large enough to let the enemy
stand on the ground.
9.
Set the Size of the Box Collider 2D component to X: 1.71 , Y: 0.95
and the Center component to X: 0, Y: 0.49 .
 
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