Hello everyone, long been tormented by the question of how to integrate and even implement such attacks, interference in the space of the player and the interaction between the enemy and the game, can eat what assets, help with this issue
Alright, so this isn’t something I have a whole lot of experience with, but I’ll post my thoughts as an answer in case it is helpful. I think the best way to go about this problem is to play both characters animations (the player and enemy) play in sync with each other. When actually creating these animations, you can probably combine two animations into one file temporarily and make one animation play around the existing one (or maybe manage to animation both at the same time with each other?). After you have these animations looking good, you can separate them so that these animations are different and can be applied to the correct thing. With the animations made, all you would have to do is trigger the event some how (perhaps the enemy gets in range), and then adjust both the enemy and the player to be in the proper rotations or positions to start the animation. At this point, both animations should be able to be played in sync and it would look like they line up. Knowing the initial conditions of the animation (like position and rotation) I think are the main part here and just making sure that these conditions are properly met to make the animation look right.