Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by sir_ver · Jan 18, 2019 at 11:12 AM · animationmovementanimatorprogramminganimator controller

Animator: multiple characters and one script

Hey, I'm trying to animate my 3d characters with animator. I have 3 enemies and they have the same script enemyController. My problem is now that every character has its own animator component. And if I try to play a move animation from the enemyController script, every character try to play his own animation. So my result of this is that only one character is using the animation and the others not. So I have one script but 3 characters with the same script. This is my script:

 switch (action)
         {
             case 1:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
                 }
                 dirToGo = transform.forward * 1f;
                 break;
             case 2:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
 
                 }
                 dirToGo = transform.forward * -1f;
                 break;
             case 3:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
 
                 }
                 rotateDir = transform.up * 1f;
                 break;
             case 4:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
 
                 }
                 rotateDir = transform.up * -1f;
                 break;
             case 5:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
 
                 }
                 dirToGo = transform.right * -0.75f;
                 break;
             case 6:
                 if (GetIsAnimActive())
                 {
                     anim.SetTrigger("IsRunningChar1");
                     /*anim.SetTrigger("IsRunningChar3");
                     anim.SetTrigger("IsRunningChar4");*/
 
                 }
                 dirToGo = transform.right * 0.75f;
                 break;
         }
         transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
         agentRB.AddForce(dirToGo * academy.agentRunSpeed, ForceMode.VelocityChange);

The reason why I commented the others is because I wanted to try an other way. I have set the parameter names of every animator same. So in every animator controller you have the param isRunningChar1. And I thought that it would work like that. But it didn't. Could you help me please.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

367 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Get current animation from animator and pausing it 0 Answers

Applying permanent mask to player animators walk 0 Answers

I can't see or access a state in the Animation Controler 1 Answer

Animation from child object overrided by its parent and won't show in game window 0 Answers

Can't change any values in the animation Window [w/ video] (bug?) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges