More info See in Glossary will become large and unwieldy as more of these complex actions are added. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. The sequence of states in a “Trickshot” actionĪlthough this is useful for control purposes, the downside is that the state machine The set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. For example, a character may have an action called “Trickshot” where it crouches to take a steady aim, shoots and then stands up again. Rather than handle the entire action with a single state, it makes sense to identify the separate stages and use a separate state for each. It is common for a character to have complex actions that consist of a number of stages.
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