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What is the proper way to organize animator transitions to a large amount of abilities?
So I have an animator and a state machine for special abilities. My problem is that I'm going to have dozens if not a few hundred different abilities / skills that require their own animations, and transition to each ability will need it's own condition.
Since there's no string parameter within the animator, the only two options I can come up with are to either make a bool for each ability (so dozens of parameters in parameter window which i'm guessing is not optimal) or to have an int value for each ability (which would be hard to keep track of, which int belongs to which ability?) and I am feeling like I am missing something because there must be a better way to organize a large amount of ability transitions.
I've googled my problem to the best of my ability without even finding others suffering of this problem, so am I missing something very obvious?