Hey!
I’ve been fiddling around with this for many hours now and I can’t seem to find a solution. I’ll try to explain my issue to the best of my ability:
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First I created a 2D sprite in photoshop for my players idle stance, and put all body parts into separate layers. I exported it as .psb and imported it in Unity. I used Unity’s sprite editor to rig my 2D sprite. I then used 2D IK manager, and proceeded to make a little idle animation for this sprite.
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I then needed to create a different 2D sprite for my running animation, as the idle stance would look weird if I animated it to run. I did the same process as step 1, exported it as .psb and imported it in Unity. Once again, using Unity’s sprite editor, I rigged the running 2D sprite and proceeded to create the running animation.
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I dragged the idle stance prefab into my scene and attached an Animator component to it. From here I opened the animator grid and then dragged my running animation into it. I created transitions between the idle & running animation, added a boolean parameter “isMoving” and created a script that checks if the character is moving in order to switch between the animations.
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Now my issue is that the idle sprite is being used for both the idle and running animation, instead of changing the model to the running model, which I used to make the running animation. It’s like my animation has just been placed onto the rig of my idle sprite. It looks really weird and I don’t know how to change the entire sprite to that of the running animation.
I’m guessing this is related to the fact that I dragged my idle sprite into the game scene and didn’t create a parent gameobject for the idle and running sprites. But since these aren’t regular “sprites” anymore but rather prefabs with layers, I can no longer use a “Sprite Renderer” component to show the sprite. So I’m not sure how else to do this.
Does anybody know how to fix this? Thanks in advanced