Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by kidne · Jan 29, 2015 at 08:04 AM · animationthirdpersoncontroller

Third Person Controller Custom Characterstates

I can't find the answer to this question specifically anywhere. I can see similar ones about replacing the Run Walk Trot animations with their own, but what I need is more complicated than that.

I have enum CharacterState set up with different animation states like Sitting, Crouching, etc. I can get the animation to play, but in the Inspector it shows the CharacterState as Walking instead of the name of the animation I've input.

 if (Input.GetKeyDown ("q"))
                     {            
                        _characterState = CharacterState.Crouch;
             }
 
 if (_characterState == CharacterState.Crouch)
             {
             if (this.isControllable)
                            {        
             _animation.CrossFade(crouchAnimation.name);
                         }
             }

Sorry for the way I copypasted this. It looks a little weird.

But this is a sample of the code I have. It works the same way that the others do, and it shows the animation, but the CharacterState still says Walking.

Is there a way to make a constructor that says if (crouchanimation.IsPlaying) _characterState does not equal CharacterState Walking ?

I couldn't find the proper way to type that without getting errors, so either an answer for how to properly code that, or a different way to put your own animation States inside ThirdPersonController would be nice. Also this is C#.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PorkMuncher · Jan 29, 2015 at 09:20 AM 0
Share

is _animation a $$anonymous$$ecanim "Animator" or an "Animation" component?

Either way you should use the $$anonymous$$echanim and assign the states with variables, not directly with crossfade!

avatar image kidne · Jan 29, 2015 at 10:42 AM 0
Share

It is not $$anonymous$$ecanim, it is the animation component, and it seems to work fine for all of the other states- so why wouldn't that work for this one? $$anonymous$$aybe be more specific?

avatar image PorkMuncher · Jan 29, 2015 at 12:14 PM 0
Share

The script probably sets the _characterState to walking the next frame. $$anonymous$$ake it check if the character isn't Crouching before it sets any states in the script.

I was suggesting changing over to the $$anonymous$$ecanim system, I personally find it much more intuitive.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

ThirdPersonController Script doesn't use animations on model imported from Blender 1 Answer

Is there a way to edit the default 3rd person controller to do extra animations? 0 Answers

Animation Only Plays Once in third person controller 0 Answers

Changing default animation of AI third person controller to walk? 0 Answers

Can the animation editor create local rotational data? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges