Game Development Reference
In-Depth Information
6. Switch to
Main Camera
and set the desired distance from
4
to
10
.
Congratulations! Our main character model now walks about or stays idle according
to the user input. Feel free to experiment with scaling the size of the
Justin
model
and the speed of the player's motion in
PlayerControls.cs
to fine tune the speed
and to reduce feet sliding.
Building a zombie racer animation FSM
Let's build an FSM that the racers in mission 2 will use. To start, let's develop the
locomotion system.
1. Load the
TESTBED2
scene.
2. We will turn the racers into zombies for this level (this will motivate the player
to run fast!). Drag-and-drop the
Zombie
model into the scene and scale it up
to
3
. Drag-and-drop the
Zombie
model on top of the
RacerA
GameObject.
Do the same for another instance of
Zombie
but parent it to
RacerB
.
3. Create a new
AnimationController
object to drive the zombie's Mech-
anim FSM. Name the controller
ZombieControllerA
. Drag-and-drop the
controller into the reference slot on the animator controller to associate it with
Mechanim.
4. Click on
RacerA
, then click on the
Animator
tab to view the Mechanim pre-
view panel.
5. Go back to
www.mixamo.com
to download and import the following two zom-
bie movement animations. We will use different animations because each
racer has a unique speed: