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...
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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