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Animator Bool: How do you use it?
I've been searching for a way to use bool for an Animator parameter. I couldn't find a single straightforward answer. The places I looked typically had a link to a tutorial that didn't answer my question. Can anyone just go through the process of using bool parameters in the Animator without directing me to a tutorial?
Many thanks in advance, SepMishimaa.
EDIT: Answer is actually in the comments below. I just want to give credit to kacyesp.
Answer by kacyesp · Sep 01, 2014 at 11:20 PM
I'm assuming you figured out how to create a bool parameter, and in the animator you set the condition on a transition to use that bool?
If you got that far then this is all that's left to do. You would attach a script like this to the game object that has the Animator component. In the script, you just get the animator component, and use it to set the value of the parameters. Here's a link to the documentation for the Animator class: http://docs.unity3d.com/ScriptReference/Animator.html
public class Boss {
public Animator animator;
void Start() {
animator = GetComponent()<Animator>();
}
void Update() {
animator.SetBool( "nameOfParameter", yourTrueOrFalseValueGoesHere );
}
}
No, I didn't get that far. I created a parameter called Neutral. From there, I created a bool parameter named "Jab", which is a variable in one of my scripts. When I created a Blend Tree for the state, "Jab" didn't show up as a parameter. If I can get beyond that, I believe I'll be fine.
If you're just working with a boolean, then you might be overcomplicating things by using a blend tree. Blend trees only work with float parameters.
That actually explains a lot. I decided to make a separate state for the transition and I was actually able to use the bool parameter as a Condition. It works well. Thanks for giving me new ideas on how to do this.
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