Hi!
I’ve now been trying to put in place a system to manage hitboxes on attacks for some time.
(Unity version : Unity 2020.3.19f1)
I’m trying to understand “how to properly do an attack in a game like an A-RPG or a Versus Fighting”
I don’t find any solution that’s seems a good one, not without a toxic devpipe.
Right now I have an attack animation made on 3dsMax (FBX). What I wanted was to use animation property to control/add/remove the hitbox of the attack frame by frame.
But as once imported it is ReadOnly, I don’t see how to animate the hitboxes uptop.
Basically, I’d like to know of a pipe for designing attacks for A-RPG or Versus games. A way to pose and animate the hitboxes in Unity on top of another animation.
Something enabling team members to do this : Marth - Ultimate Frame Data
without having to write a single line of code!
I hope some of you can tell me more about it!
Thanks in advance and have a great day!
Here are some of my reflexions up to this point:
Adding hitboxes to the animation clip using properties → i can’t add properties to an animationclip imported from a FBX.
Extracting them from the FBX to remove the ReadOnly → have all animations in double + editing the FBX will force me to redo the hitboxes animations.
Not touching the FBX and having a separate clip for the hitbox → also meaning to have 2 clip for one attack, and how can i work with the two clips at the same time to place correctly my hitboxes ? (which is the main objective)
The first clip call the second with an animation event → Don’t do anything in editor even with my script in [ExecuteInEditMode]