New answers tagged

0

A possible solution could be to create a class that simply contains four cubes. public class CubeGroup { private ArrayList<Cube> cubes = new ArrayList<Cube>(4); public CubeGroup(Cube c1, Cube c2, Cube c3, Cube c4) { this.cubes.addAll(c1, c2, c3, c4); } ... } Being my first answer here, I am unsure if this can ...


0

I am new to the platform of GameDev, so I am not able to comment, but you will not be able to control or record it the way you want. Unity makes smooth animations with the record button. So you can probably make a sprite sheet of some sorts and use that instead, but the way you want it to work is quite impossible with the record button. Also, I think you ...


0

I think checking the frameReady event is the way to go. I managed to solve my stuttering issues by updating the camera animation every time the video frame had changed. In my case I was updating every frame anyway, so i didn't bother subscribing to the frameReady event. I just checked the previous frame against the current one and updated the camera ...


1

In your move.cs file, add this at the very top of the Update() method: if(!becomingEight && !becomingLine){ eightAnimator.SetFloat("speedMultiplier", 0f); } Although I have to say, this is all quite a bit of a hack. A much better way would be to have 2 animation states (eight and line) and toggle between them in the animator using animation ...


1

I see you have a transition arrow from the "Any" state into "Attack 1" That means that when you set the "Attack" trigger in the "Attack 1" animation, it's valid for the animator to consume that trigger to transition from "Attack 1" (which is a member of "Any" state) into "Attack 1" again. Remove that transition arrow so that the animator is forced to use ...


0

Thanks to @DMGregory insights, I think the best solution is to put the server in a paused state for a fixed duration allowing the animation to be completed before starting to accept new requests from other players. The drawback is that there might be an overlap of animations due to the latency between players having slow/fast connection speeds. But this ...


Top 50 recent answers are included