Playing animations partially for flight shooter movements

Hey all,

newbie to Unity3d and c# here and I would appreciate any and all assistance and tips as I’m pretty much stuck and the lab techs at my school don’t help much and my professor doesn’t have the time for his students. :frowning: I’m trying to create a starfox-like kind of game, I’ve gotten a class going with basic WASD movement and coroutines for animations to play for each direction, the problem is that the animation will repeatedly play like the plane is swimming through the air, pitching and tipping repeatedly. Very weird looking.

I’m thinking that by having the coroutine play the animation halfway though then stop until the key is let go is the way I should do it, but my brain is just about fried trying to figure out how that could be done.

Any and all help would be greatly appreciated!

You might be better off not using animations and just using rotations when calculating this type of stuff. It really depends on how complex the animations are or if they are just generic rotations anyway. That way if you decide to change direction part way through you can rotate back to the original rotation and then to a new rotation.

Unfortunately for aesthetic purposes I have to do it this way, as there are objects animated to make the movement more “smooth”, flexible fins that bend as the ship tilts and such. The animations are needed to add visual interest to the player’s ship and give the player an idea of how it works mechanically, as it’s not actually a metallic object, it’s organic.

Does anyone have any ideas at all?