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Question by SWhite92 · Dec 10, 2011 at 05:32 PM · 2dmovementspriteanimate

Animating 2D sprite upon movement script help.

Hi, I can't seem to get my script working, which is meant to animate my sprite upon movement. Can anybody tell me what is wrong with this script? I have all of the images in the right place, it just seems to animate even when not moving.

Here is the script:

public var frameSpeed:float=0.05;

private var nextFrame:float=0;

public var sprites:Texture2D [];

private var counter:int=0;

function Update ()

{

if (Input.GetKey(KeyCode.UpArrow))

{

this.transform.Translate(Vector3.left*5*Time.deltaTime);

changeTexture ();

}

if (Input.GetKey (KeyCode.DownArrow))

{

this.transform.Translate (-Vector3.left*5*Time.deltaTime);

changeTexture ();

}

if (Input.GetKey (KeyCode.LeftArrow))

{

this.transform.Rotate(-Vector3.up*100*Time.deltaTime);

}

if (Input.GetKey (KeyCode.RightArrow))

{

this.transform.Rotate (Vector3.up*100*Time.deltaTime);

}

this.renderer.material.SetTexture ("_MainTex", sprites[counter]);

counter++;

if (counter==sprites.Length) counter=0;

}

function changeTexture ()

{

this.renderer.material.SetTexture("_MainTex", sprites[counter]);

if (Time.time>nextFrame)

{

counter++;

nextFrame=Time.time+frameSpeed;

}

if (counter==sprites.Length) counter=0;

}

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avatar image ByteSheep · Dec 10, 2011 at 05:55 PM 0
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Almost all of the code will only be executed on key input, the only thing that looks a little suspicious to me are the lines (In Update):

this.renderer.material.SetTexture ("_$$anonymous$$ainTex", sprites[counter]);

counter++;

if (counter==sprites.Length) counter=0;

seeing as they are being run each frame, might be totally off though..

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Answer by joseaguirre · Feb 22, 2014 at 12:35 AM

This is from a similar question i asked a while ago

 var uvAnimationTileX = 24; //Here you can place the number of columns of your sheet. 
                            //The above sheet has 24
  
 var uvAnimationTileY = 1; //Here you can place the number of rows of your sheet. 
                           //The above sheet has 1
 var framesPerSecond = 10.0;
  
 function Update () {
  
     // Calculate index
     var index : int = Time.time * framesPerSecond;
     // repeat when exhausting all frames
     index = index % (uvAnimationTileX * uvAnimationTileY);
  
     // Size of every tile
     var size = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY);
  
     // split into horizontal and vertical index
     var uIndex = index % uvAnimationTileX;
     var vIndex = index / uvAnimationTileX;
  
     // build offset
     // v coordinate is the bottom of the image in opengl so we need to invert.
     var offset = Vector2 (uIndex * size.x, 1.0 - size.y - vIndex * size.y);
  
     renderer.material.SetTextureOffset ("_MainTex", offset);
     renderer.material.SetTextureScale ("_MainTex", size);
 }
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Answer by jpsmarinho812 · Feb 22, 2014 at 04:02 AM

I think this is old. The best way is to use Animation Controller and Animation:

http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview

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