Game Development Reference
In-Depth Information
Summary
In this chapter, we learned a lot about animation in Unity. We integrated skinned mod-
els and animations from a third party. Using Mechanim, we created visually designed
animation FSMs as well as the scripting-side integration. We upgraded our player,
racer, and NPC game objects such that they now use these animated characters
rather than the placeholder Prefabs.
We also learned a bit about the legacy animation system and the in-editor animation
editor. We gained experience with this by creating a custom hand-tuned animation for
a banner's flag pole and applied it to the game object so that it would play automatic-
ally. The game is looking much more polished now; a little visual appeal goes a long
way!
In the next chapter, we will develop the final mission of the game, where we present
the user with novel situations where they must use higher-order reasoning around the
subject matter. This approach of thinking about the material from a bottom-up and
top-down approach promotes consolidation of the material and is an effective way to
drive learning in the user.
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