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I have come up with a solution that calculates the average speed of the stick movement in the past 0.05s, if it is over a certain threshold the stick is moving fast and the input will revert to the previous input. If it is under the threshold, the stick has slowed to an acceptable level, input is read and animations triggered. It's a bit of a hack so still ...


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There is no way I will cover every possible style out there. I will mention pixel art, because it is probably the one that requires more care, but I'm not going into much detail here. DMGregory has done a better job than I could over other answers already linked in comments: here, here, and here. I will suggest a general style independence approach. And then ...


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I normally use Animation Event Handlers public Animator animator; public AnimationClip AttackedAnimationClip; private void Awake() { AttackedAnimationClip.AddEvent(new AnimationEvent() { time = AttackedAnimationClip.length, functionName = "OnCompletedAttackedAnimation" }); } public void OnAttacked() { // this is ...


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Motivation as a Resource As a solo dev one of your single most precious resources is motivation. If adding polish to certain aspects of the game is going to increase your joy of working on the project, then I wouldn't be surprised if the personally rewarding route actually ends up simultaneously being the most efficient one. On The Philosophy of Grey Boxing ...


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