Hello,
I need some best practice advice on the following.
I have several characters that are initiated via a empty game object at the start of the screen. This characters can be controlled by the player. This works fine. I want this characters to have special abilities, similar to a person with different weapons. So, if the character has a small value in the property “attack”, it should carry a small weapon (like a knife). If the value is high, it should carry a large weapon (like a two-handed sword)…
Here is the clue that forces me to ask this question to you:
- This “attack” property can be changed on the fly and the “weapon” has to adjust on the fly as well.
- The weapon is not a fixed 3d object, but a calculation of several 3d objects, like several cubes that form a short/long sword → This means I could just determinate the amount of “weapon”-Objects that are enabled/show, in relation to the “attack”-property.
- I would like to have a animation on this “weapon” at some point…
Can I create the “weapon” object, consisting of several other 3d objects on the fly, then group them and do animations with them?
Or should I create for every “weapon”-object, in relation to the “attack”-property a own 3d-object in blender, animated there an import it to unity?
The first option permits me to be more flexible, the second seams more straight forward.
Thanks for reading and suggesting
Chris