I've been mulling over this for a while now, and can't think of a solution.
I have a top-down shooter prototype set up where the root object of the character has the CharacterMotor/Controller, and FPSWalker script on it. The character model itself (with the animations) is a child of this, with a LookAtMouse script on it (this is the only way I could figure out how to do the traditional top-down shooter/twin stick control setup, where you can look/shoot in one direction and move in another). The camera is simply in the scene, with a script that targets the player object, and looks at it from an offset above.
My problem is, I have 4 animations: run, two 45 degree angle runs (running at an angle both left and right), and two side-run animations (left and right). I can't for the life of me figure out how I should determine which animations to play and when.
I was going to try basing them off of normalizing the character controller velocity.x and z, but that would only work if it was the character controller was also the object with my LookAtMouse, and if I do that, the controls get all backwards when you're looking in the wrong direction.
Obviously I can't just base them on the horizontal/vertical input axes, because you could, for example, be moving forward with the vertical input axis but looking in a different direction.
Wow, that looks great... still trying to comprehend it though as i don't have unity in front of me right now. A few questions: I want to store the CharacterController velocity on from the parent object (the "move" object, not the "lookat" object) in that velocity var, right? Also, what if I want to have reverse versions of all those animations as well, for when hes moving backward (relative the lookat's transform forward)?
β PrimeDerektiveAfter some tinkering I figured it out. Thanks!
β PrimeDerektive