Virtual Reality Blueprints by Charles Palmer
Author:Charles Palmer
Language: eng
Format: epub, mobi
Tags: COM057000 - COMPUTERS / Virtual Worlds, COM012040 - COMPUTERS / Programming / Games, COM060080 - COMPUTERS / Web / General
Publisher: Packt
Published: 2018-02-28T10:41:26+00:00
Figure 5.7: Walking animation from Zombie GameObject
Let's get back to the project. Our next step is to create a zombie prefab and a system to control the zombie's behavior. The asset we downloaded has five different animations: walking, attacking, and the three dying animations (falling back, falling right, and falling left).We'll need a method for calling those animations when specific events occur. To do that, we'll use the Animator Controller.
The Animator Controller is a state machine. Like a flowchart, this state machine illustrates how various animations are linked to different actions. A state refers to the action a GameObject is currently engaged in: things like walking, jumping, or running. The state machine makes it easier to keep track of the actions and their associated variables, and creates a mechanism for transitioning from one state to another.
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