About Me
- New to Unity.
- Experienced in creating a fighting game.
- C# developer by trade.
The Basis:
I am making a fighting game with rather complex characters. Think Super Smash Bros (ignore the pony…) with 2D sprites. Think of all the different animations a single character would need. (Walk, Run, Jump, 10+ Attacks, 5+ Specials, Hurt, Smashed, Grabbed etc etc). I want to try to make this as simple, clean and organized as possible.
My Thought
The following picture is the closest solution I’ve gotten to, but it’s flawed. Using a Blend Tree, I would hold all the animations of a kind (such as “Attacks”) in a make-shift array and using the parameter “AttackID” I could fetch the animation I would like.
But again, it is flawed. The Exit Time, for example, must be the same for every animation, which is far from ideal if I am to have any variety in Attacks for the game.
A Better Alternative Anyone?
Does anyone have any experience with handling a ton of different animations for a single character?
Any ideas on what I can try?
Thank you in advance,
-Zethros
Edit (3 Hours later):
Realized that there is a Animator.Play() function. I can manually (programmatically) handle these many animations rather than rely on the automated system. More details as things progress.
Edit #2
Using animator.CrossFade(“AnimationStateName”,0f,-1,0f);. Full answer below.

