I have a tree under which some anchor game objects are planned to move from trunk to branch ends. There are several such paths and each object goes between the spawning, travelling, ripening, ripe and pickes states.
All these states are shared with the exception of the travelling state. I added synced layer for this state and effortlessly swapped in all the necessary values.
The problem however is that I should be able to have multiple objects move at a time. Some might be travelling at the same time as others could be sitting ripening or waiting in a ripe state to be picked.
Is having a dedicated animator per object the right approach? I suppose no matter what approach I take, preventing objects from taking the same path must be done through code, using event callbacks when a path is occupied and when it’s free again.
I was hoping to create a more complex highway with branch ends sharing common branches having to go through more granular traveling steps. Any thoughts?