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Question by mathmos_ · Aug 20, 2013 at 09:48 AM · animationmovementcharactercontrollermecanim

Multiple movement modes in mecanim

Hi

I'm currently developing a game with a fairly complicated movement system. This includes normal locomotion in different "stances", i.e. walking, running, sneaking, crouching (turning, but no strafing), aiming locomotion (strafing, but no turning), locomotion in cover. On top of all that I have armed and unarmed versions of all of these animations.

Currently I'm handling all the normal locomotion and aiming locomotion in the base layer, cover locomotion in a separate layer and handling of guns (shooting, aiming, reloading, holstering, etc.) in a final layer, which has an arms only mask on it, but I'm sure that the best way to organize it.

  • Any suggestions on how to organize some large and complex like this?

  • All the examples I can find by Unity are fairly simple, but are there any more complex demonstration example setups out there?

  • How much does the complexity of an animator controller affect performance?

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