Hi everyone,
I’ve been working on a 2D game for several months and am currently learning game art. For a long time, I’ve been procrastinating on the topic of animations, but I want to tackle it now. I’ve read in this forum that it’s a good idea to integrate animations early to set up a solid foundation.
However, I’m not a big fan of Unity’s animation system (Animator and state machine). When there are many animations and transitions, it becomes very cluttered and sometimes prone to errors. So, I’m looking for better approaches and tips on how to integrate animations into my project.
My questions:
- How do I set up a solid animation system in Unity?
- What should I keep in mind to ensure clean and scalable animations from the start?
- How could I implement a combo system?
- For example, for consecutive attacks where animations flow smoothly into each other.
- What are best practices for handling many animations and transitions?
- Especially if I want to avoid the Animator’s cluttered state machine.
I’ve already written a script that handles simple animation transitions, but I’m sure it can be improved. It has some issues, such as:
- Some animations don’t transition correctly when conditions change rapidly.
- The code isn’t very scalable, for example, when adding new animations or features like a combo system.
Here’s my current script:
csharp
Code kopieren
using UnityEngine;
public class PlayerAnimationsScript : MonoBehaviour
{
[Header("Important References")]
private Animator playerAnimator;
[HideInInspector] public bool allowAnimatePlayer = true;
private SpriteRenderer playerSpriteRenderer;
private string currentAnimation = "None"; // Current animation
private string previousAnimation = "None"; // Previous animation
void Awake()
{
playerAnimator = GetComponent<Animator>();
playerSpriteRenderer = GetComponent<SpriteRenderer>();
}
void Update()
{
if (playerAnimator != null && allowAnimatePlayer)
{
ChangeAnimation(); // Switch animation
}
if (Input.GetKeyDown(KeyCode.Minus))
{
Debug.Log($"Current Animation: {currentAnimation}, Previous Animation: {previousAnimation}");
}
}
private void ChangeAnimation()
{
float horizontal = PlayerMovement.playerRigidbody.linearVelocity.x;
string newAnimation = "PlayerIdle";
if (PlayerMovement.isJumping)
{
newAnimation = "PlayerJump";
}
else if (Mathf.Abs(horizontal) > Camera_System.minimumWalkSpeedForChange)
{
if (Input.GetKey(KeyCode.D))
{
playerSpriteRenderer.flipX = false;
newAnimation = "PlayerWalk";
}
else if (Input.GetKey(KeyCode.A))
{
playerSpriteRenderer.flipX = true;
newAnimation = "PlayerWalk";
}
}
else
{
playerSpriteRenderer.flipX = false;
}
if (newAnimation != currentAnimation)
{
previousAnimation = currentAnimation;
currentAnimation = newAnimation;
playerAnimator.Play(currentAnimation);
}
}
}
If you have any suggestions to improve the script, I would really appreciate it!
What’s important for me:
- How can I make the code more scalable?
- What are alternatives to Unity’s state machine for managing animations?
- How can I implement advanced systems like animation blending or smooth combo transitions?
Thanks so much for your time and support!
Best regards,