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3

Because it's more simple. Player's avatar arms are one thing to tweak and make look right in a 3d world. If you add the full body, it takes more resource to accomplish, and does not always add much to the gameplay. If you use only the arms, you can have the arms and the gun in the frame of the camera; while if you use a 3d body as well, you'll have to ...


2

Since you're referring to s 2D sprite based game, I would use sprite segments to create the tentacle. Each section inherits the rotation angle from the parent and adds a bit of angle of it's own. Each section n is calculated as section[n].position.X=section[n-1].position.X+cos(section[n-1].angle)*sectionlength; ...


1

Not sure if this is the exact answer but instead of doing a PlayButtonAnimator.Stop()you could add a New State into the animator and call PlayButtonAnimator.Play ("New State") when the button is not insteractable. if (!PlayButton.GetComponent<Button>().IsInteractable()) { animator.Play("New State"); } else if ...


1

The gist of CCD is really nothing dazzling. Here's the description of a serial set-up (a chain of links and joints) you have an assembly of N joints and N links the first joint is called the root joint and has index 0 joint i defines the frame where the rigid body for link i has its geometry described in (it's easier since people usually select a local ...


1

The Lerp solution works well for this one animation for this one box. But what if your graphics department gets the idea to replace the box with one which has a more fancy opening animation with far more moving parts? Doing that as an animation in the 3d modeling program might be far easier than animating all the sub-models with scripts. It also allows to ...



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