Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Gurky · Mar 26, 2017 at 09:19 AM · 2d-platformer2d animation2d-gameplay

Hit/React Animation

So i want to make enemies react to a certain fighting move say a Punch enemy reacts to a (Punch) say it kicks i want enemy to react differently to the kick. i have all the animations and i know how the animator works can someone help me with this?

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by GeorgeCH · Mar 28, 2017 at 01:30 PM

If you've got all the animations, could you use Animator.SetTrigger()? As long as you've got the appropriate reaction animations sorted out - which I understand you have - all you need do is pass the corresponding trigger to the animator component (e.g., Animator.SetTrigger("Kick") for the kick).

Comment
Add comment · Share
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
0

Answer by shadowpuppet · Mar 28, 2017 at 07:59 PM

SetTrigger is the way to go but need to be more specific as to when these triggers are called. If a certain button is pressed to kick and another to punch use that as conditions when the kicker/puncher is within mele range of course i.e. a trigger zone collider around the enemy that the player must be within in order for the button press code to SetTrigger. Or ...put colliders on player fists and feet with tags "fist" or "feet" and when the tagged "fist" or "feet" collider hits enemy trigger collider you can use the appropriate SetTrigger. Which would be better as it would actually be more accurate whereas the first example of the player just being in mele range and using a button command could look stupid if the player is in the trigger zone but facing away from the enemy

 using UnityEngine;
 using System.Collections;
 
 public class hitReactions : MonoBehaviour {
 Animator anim;
 
 void Start () {
     anim = GetComponent<Animator>();
     }
 
     void OnTriggerEnter(Collider other) {
             if(other.tag == "Fist")
             {
             anim.SetTrigger ("punchHitReact");
                 
 if(other.tag == "Feet")
             {
                 anim.SetTrigger ("kickHitReact");
                 }
             }
         }
 






Comment
Add comment · Share
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

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Left/Right movement 2D game,Why is this code to make my character move left/right not working? 0 Answers

2D Animation workflow 0 Answers

so I'm trying to make a 2D platform but the first animation i make is the only one that registers 0 Answers

Having some stuck issues on the 2D infinite runner 0 Answers

Switch Players during play 2 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