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Using mecanim to define sprite based on type
I have a few different sprites (different colors, really) that share the same functionality otherwise. I created animations for each of them (only one transformation, changing sprite renderer's sprite at 0:00) and connected them in a separate layer of an animator. From empty state to each of those there's a transition depending on an integer value. Problem is, when I set that integer I can see that the state is looping, but sprite hasn't changed, it's still the default one. Am I going about this the wrong way or am I missing something obvious?
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The problem was solved by changing animator layer to "Override".
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