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How does Totally Accurate Battle Simulator's physics and animations work?
No doubt TABS has amazing physics and animations, and that is what makes it such an appealing game. But when a unit swings his staff at another unit, it is kinda like a snowflake; it never looks the same. So is this even technically a traditional Unity animation? I am used to the Unity animations always being the same with exceptions such as controlling the speed of the animation. I'd like to use physics and animations that look like the TABS ones for my game, but I have no idea how they do this. The link below is for reference.
$$anonymous$$ight be some sort of procedural animation system, or using I$$anonymous$$ with a random target position so swings are different each time.
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