
As shown in the picture, I want to change those sprites in the runtime with another sprite.
Ex: equipping sword, my animation sprite must be swinging a sword.
I’m thinking to use an animation override controller, but the amount of controller must be too much.
If I have 3 types of swords, that must be 3 animation override controllers.
Does anyone know how to simply replace those sprites in runtime?
Or maybe shaders is one of the options? (I’ve never used shader, so if that’s the solution I hope you can give me a good source related to my problem)
maybe change the runtimeanimationcontroller via scrip
Hi! Thanks for your reply!
So in the end I should make a bunch of AnimatorOverrideController if I have a bunch of swords? Correct me if I’m wrong.
If possible I want to change the sprite in all frames inside a single animationclip, just like replacing the frame sprite to a new sprite, not changing the whole animator with AnimatorOverrideController.
@zengekku
Thanks for the video, I’ve seen this before in another thread.
But the problem is I’m not quite like using Resources.Load method, because I must put my sprites on Resources folder. Actually maybe that’s not a problem, but I just don’t like it.
I thought there is an easier way like animator.frame[0].sprite = newSprite something like that.
Maybe I’ll stick to making animator for every weapon then.