I’m making a 2d platformer game where you have different players to choose. I have one player prefab and an animator attached to it that know allows to play with one player. I want to share the animator with the different players (of course any player has its own sprites, so its own animations) and I was wondering if there is some way to have one animator that handles all the different animations or I have to create as animators as players are.
As a programmer always I have to copy and paste something it makes my soul shake… so I’m sure there is something I’m missing about it or I’m focusing it in the wrong direction.
I hope my English was clear to understand me and thank you for your help and time!
I think the best process for this is to use a 2D bone system to be able to swap out sprites on each bone that represents each body part. The bone system will be where the animations are at - and attached/parented to each bone will be a sprite that can be swapped for a different sprite (different character).
Without this I don’t believe there is any other way to have swappable characters - without recreating the animated sprites and making the animations for each character.
There might be a process workflow for using the same state machine to control multiple character sprites. If there is - I don’t know about it - yet. I’ve not done much 2D animation work in Unity at this point.
The problem I have is that I am using free 2d spritesheets… because I’m a programmer… So it is a little bit complicated to me to create a 2d bone system and mach the different sprites, etc…
To get it working I’m going to create different animators exactly the same to all the different players… But I’ll try to figure out if it’s possible to avoid redundant work using one animator. So any more info will be grateful.