I was looking up a whole bunch of different tutorials on how to get my characters to animate with triggers. I am looking for where exactly I went wrong so I can learn from this for the future. I really want my final project to be in Unity and I am looking for ways to definitely improve. I worked in PlayMaker and I was pretty sure I had the physics of what I was doing correctly but I guess my characters thought otherwise because they just stood there like statues...
https://youtu.be/EUy1qlzwo0k For this assignment, I used a character from the Asset Store and had him move between various objects when the First Controller Player reached the trigger object, which was a broken car in this scene.
Assignment 6: Carla Sertin finds treasure
by Carla Sertin
- March 5
- in
Simple Playmaker test: Finding treasure! As the magic floating disco ball moves over a long distance, I used two trigger zones. They're rigged so that the ball moves when the player enters the zone, and again when they exit it. I attempted a more complicated animation but couldn't get it to work -- I was using a Mixamo character and think I may have imported it wrong/done something to the settings that they cannot forgive. I tried to make a character fade when the player entered a trigger zone using "Set Visibility"...
This is what I did for assignment 6. I applied "Play Animation" and "Stop Animation"for each of the walking zombie. I made the zombie at front the trigger object and set animation for him as well. I also applied "Audio play", when the player walks into the trigger zombie's area of the box collider, a funny music starts to play, when he or she walks out of the area it stops. What a pity we cannot hear it from the screen record. Update: last time I forgot to include the...
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In this scene, what triggers the dinosaur to move is the mouse click and the dinosaur follows the mouse.
Despite having some pretty lofty aspirations for what I wanted to do with playmaker I settled for a simple scene using a "switch" and a floating cylinder. I'm not pleased with how it looks but I am happy that it functions the way that I intended. Also, moving forward I wonder if this is how you make floating platforms for games? It wouldn't be particularly hard to swap my cylinder with a cube, add collision the cube, slow is speed, and then use that to carry an FPS controller. Just...
Hey look, I made a flying pill move from one space of sky to another space of sky. It was fun-ish. Once you get the hang of how to think about Unity actions, it's not that difficult. Check it out!
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