Animation and Controller support + Unity = “Fun Time for all”.
After a less than ideal experience with control configuration in you during a production group the announcement of this in the weeks content gave some flashbacks. But I come at it with a different outlook. The content covered setting up the xbox360 controller as the input for the side scrolling game and setting up the animations for our new player spider creature making use of the Mecanim tool built into Unity.
New to me Mecanim has different ways that it can be implemented into a unity project.
- to setup animations and show a easy workflow of animation on humanoid characters.
- Management of interactions between animation with a visual programming tool.
- animate different body parts with different logic.
- Animation re targeting – being able to apply animation from one model to another.
Here is an example of the tool in unity
Also we covered the implementation of xbox360 controller support of the second player character and having this work without interfering with player one’s input in any way, something that my track record to date wasn’t as good at I’d like it to be. Controller support isn’t necessarily a complex component, but it definitely could be less stressful for developers using the unity game engine, whilst the unity development team has improved upon their game engine in many ways, the confusing Input Manager window is something that will get first using a little confused.
I’ll quickly mention the final assessment for GAM111. We are to develop an isometric RTS or Strategy style of game. Leading into next week’s class (week 10) we have been asked to put some thought into the style of game we want to make for this particular game brief. Ill be leaning toward a “Warcraft 3” style game with more of a survival aspect to the overall goal of the game. Something reminiscent of “Don’t Starve” or “Banished”.