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There are several way's you could attempt to do this: Create a sprite containing the individual frames (tutorial for animating it) Use the GIF directly in Unity (script and tutorial) Use three Line Renderer and animate their properties Currently there is no support direct for animated Vector graphics in Unity. Even though there are plugins to import SVG ...


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Well there isnt a ready feature for these types of animation. But you can certainly do it with Unity. The Top and bottom bar seem to be just rotating and scaling a bit. For the middle one you will need to substitute it with another sprite that is a circle and use the radial fill feature to simulate the motion. Another approach would be do to a frame by ...


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Simply clone a copy of your character's mesh, add a morpher modifier, and then apply all of the morphs you want combined into a separate morph channel. Set all of the morphs to 100%. Then collapse the character mesh's stack and tadaa, you have a single morph target with all of the morphs combined. Now apply this morph target to your original character and ...


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Are you using "unity mecanim" to play these animations or are you using legacy. If you are using legacy, I don't think it is possible but with mecanim you should be able to do something like this, even though I never tried it. Just find some tutorials on it and try and implement the thing you want to do. I would recommend this tutorial, I used it to get ...


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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 ...


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Instead of having the nextString method in the key event method, have it in a update method. Similar to the comment, it depends on the OS, so they won't always be the same. This might have sounded confusing, here's an example: public void keyPressed(KeyEvent evt) { if(evt.getKeyCode() == KeyEvent.VK_LEFT) { player.runMotion = -1; } ...


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Based on @felsir's answer, yes it looks like Spine is probably the answer. A graphical modelling tool, it includes exports to a number of game engines. Relevant technologies it includes, which gives me the bibliography I was searching for, are: Free-form deformation so a model defined in a mesh can be distorted, combined with Weights (aka Skinning) to ...


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In order to play an animation there needs to be an Animation Component attached to your GameObject. In that animation component you can add the animations you wish to play. If you don't want the animation to play on start make sure you un-check "Play Automatically". If you want to add more animations click the "Animations" drop down and set the "Size" to the ...


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You need to set up states in the animator panel. You can open it by double clicking on a animation controller. To create a animation controller just drag the animation Clip onto the gameObject you want. Once you have the animator panel opened you need to create a parameter to handle the transitions. Here is a picture of a example Animator set up. Then you ...


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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; ...


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It seems that Soft Body Physics comes close, particularly as seen in Skeel Lee's work with goal and surface springs and Pressurized Soft Body with Local Deformation. Note I found the above following the answers on Dynamic body implementation


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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 ...


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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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You could try to create few attachment points on your sprites and define a line between the two you want to stick and create a couple attachment points along that line, then connect the dots with a sticky barbell-like sprite.


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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 ...


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Removing the player prefab and re-adding it did the trick When I added the player again, the 'player' avatar was automatically assigned to it. I did not have to do it manually. And this 'magically' solved the issue somehow.


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I found one solution. The model's transformation were not frozen when made which caused the issue. Freezing the transformation will allow for correct animation in game. The next step would be to fix the above code to allow for unfrozen models


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It sounds like it greatly depends on your game and where you want to go with it, but here's my 2 cents: I don't think you should include translation or rotation into the animations themselves. Rotation should probably be saved for orienting the character in the proper direction (in Street Fighter this is usually left or right). Baking in the animation ...



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