I wasn't convinced until I saw I could bypass trying to line up the animator arrows in the grid
@ShinichiKudoQatnip2 жыл бұрын
Exactly!
@blameyourm85192 жыл бұрын
hahaha
@11sveden122 жыл бұрын
I'm comforted knowing I'm not the only one driven crazy by this. I also spend way more time in Shader Graph lining up nodes than I do making actual shaders...
@LeeTwentyThree2 жыл бұрын
this saves me soooooo muuuuuuuchhhh tiiiime i love this video
@mariyamrifa406 Жыл бұрын
@@blameyourm8519😊p . ;blue🔵 h😊) gF/+0=°Phl de₹
@spectralshark2 жыл бұрын
As a programmer learning game making in Unity I really like this. Now, if only there was a "How to create art/animations as a programmer"
@Tarodev2 жыл бұрын
Oh mate... If you find it, let me know
@neintonine2 жыл бұрын
You can add StateMaschineBehaviours to your Animator states. That way you can programmatically create animations. It is a bit finiky tho. f.E. the duration of the animation is set by the animation set in the state. There is a default duration you can just repeat or you just add a empty animation with your desired duration or you just use your animation and use it to spice up that animation. Plus there is no transitioning, what makes the creation of good animations hard. Transforms, you want to change, must not have any data in the animation you set. In general I would use this feature for simple animations like idle bobing or for stuff that has the same start and end point like firing a weapon. I personally believe it wasn't really designed for that. Sadly I haven't found a good package, that adds new features for such an use-case.
@progress_games2 жыл бұрын
Program a bot to scrape assess from pre existing games
@kazukixe2 жыл бұрын
Asset store?
@jasondads95092 жыл бұрын
Dalle 2?
@lvlGhostlylvl2 жыл бұрын
I love how this video is under 2 minutes. Quick and straight to the point. Personally, I prefer the tree and have spent a great amount of time mastering it, but for quick prototypes and game jams this would be WAY faster to set up compared to messing with the tree.
@Tarodev2 жыл бұрын
Glad you enjoyed the short form content brother 🙏
@Glooberloob2 жыл бұрын
What do you prefer about the graph/tree? I've only made a couple small projects in Unity, but this approach seems much more convenient to me. Would it be a problem with scale?
@KeybiKeyboard2 жыл бұрын
@@Glooberloob The strength of the graph/tree I believe would be helpful for 3D games such as combo-ing and whatnot. Also, the Finite State Machine Behavior can be more easily used in conjunction with the graph/tree (I think, correct me if I'm wrong but I find it easier to fix there especially with AI)
@spicyshotz2 жыл бұрын
I've only found your channel yesterday but already you are in my top 5, short and to the point. Keep up the good work!
@Tarodev2 жыл бұрын
Aiming for that #1 spot
@spicyshotz2 жыл бұрын
@@Tarodev Im sure you'll get there in no time 😉
@leukk_2 жыл бұрын
@@Tarodev You'll get there for sure, i love the fact that you cover "intermediate" / "advanced" topics as well that don't necessarily bring you as many views but are much more useful than having 1000 + 1 character controller tutorials
@natickgames18212 жыл бұрын
Come hang out in his discord!
@GameDeveloperTR Жыл бұрын
Which channels are currently in the top 5?
@kozinskiandrzej42 жыл бұрын
I am working on animations literally this second. God sent you
@freezeboy132 жыл бұрын
More tutorials need to be like this, immediately explaining what you want to show off without fluff. Amazing vid
@darkfafi2 жыл бұрын
Have been programming in Unity for over 6 years and always wrote my own animation system to avoid the issues addressed in this video. I never heard of CrossFade, this would have solved everything I solved writing my own systems while keeping it connected to the tools Unity Provided. Thank you for showing this! To return the favor, let me address the following thing I noticed about the video: About the animation states. I categorize finite state machines into 3 categories: Level 1: Tracking state by multiple booleans Level 2: Tracking state by an enum Level 3: Tracking state / having the logics of states in separate classes. You were using a Level 1 Finite State Machine. I highly recommend going for a Level 2 or Level 3 Finite State Machine. The nice thing about having it in separate classes is that you can do simple things such as: * WalkingStateClass (holds logics of walking) * FreezeStateClass (changes color when entered, and back when exited) And to have the player freeze when hit by an object, you only have to: CurrentState.Exit(); CurrentState = new FreezeStateClass(); CurrentState.Enter(); Because WalkingStateClass is no longer CurrentState, it no longer is being updated so no walking logics is available anymore. Keeping your behaviour simple and preventing complicated bugs.
@Tarodev2 жыл бұрын
Very interesting. Thanks for the write up 🙏
@maxnibler6090 Жыл бұрын
Im getting into unity with some friends. Im a professional programmer but this is my first real foray into game dev. My friends are all artists so I handle all the code. This channel is everything I want. I can figure out how to do nearly everything from the docs but never really know if Im following good practice. Most tutorials have been worthless because theyre not written for or by programmers. Loving you channel because its exactly what Ive been looking for
@Tarodev Жыл бұрын
I'm here for you 🙏 enjoy your journey
@TheDoomLordd2 жыл бұрын
Bookmarking this for the future as i think ill never use the built in animator window ever again
@MarkRiverbank2 жыл бұрын
+1 for Animancer Pro, it makes working with animations programmatically so much easier. And, even solves some awful blendtree glitchiness by letting you disable foot IK on a per-animation basis. Technically, another option is directly implementing the somewhat abandoned Playables API which Animancer uses behind the scenes.
@syroin1232 жыл бұрын
"Tell me anything" you say? Well, the mitochondria is the powerhouse of the cell.
@Tarodev2 жыл бұрын
CELLS AT WORK!!
@LostRelicGames2 жыл бұрын
Great video! I'm glad to see more devs promoting this approach. The mechanim is a clunky and unessessary system (for coders).
@Tarodev2 жыл бұрын
You know, I've watched most of your videos, but somehow missed the one on this topic. Another commenter mentioned they originally learned it from you, so I went and watched it swiftly 😂 Love your stuff man!
@ALX34 ай бұрын
Finally found a channel with 0 BS, straight to the point, non-trivial dev advice. Thank you!
@Tarodev4 ай бұрын
... and maybe I'll get off my butt and make some content
@susanollington52572 жыл бұрын
Thank you so much for posting videos for intermediate level coding, it’s just what I need!
@lDominicl2 жыл бұрын
"I read every single one of them." WELL THEN, I HAVE SOMETHING TO SAY TO YOU. that's a very well done video and I appreciate the time and effort that it must have taken to make it.
@Tarodev2 жыл бұрын
Oh... Well thank you sir
@synchaoz2 жыл бұрын
I switched to code-driven animation almost from day 1 of learning Unity after seeing LRG's tutorial on how to avoid Mekanim spiderweb madness. I barely even know how to use the Unity animator at this point. Your string hash to int trick is something I have not been doing though, until now! Thanks!
@gamedevteacher70652 жыл бұрын
Got a link to that video?
@synchaoz2 жыл бұрын
@@gamedevteacher7065 kzbin.info/www/bejne/pHPOmoaAat9gnqc&ab_channel=LostRelicGames Simple little string based animator state machine. I've extended it a bit for personal use and even implemented parts of yours, but John's does a fine job even just out-of-the-box
@gunhann Жыл бұрын
I'm relieved that I'm not alone to align horizontally the animator connection lines :D
@cr4zyhand5812 жыл бұрын
You can take this a step further by using Scriptable Objects to create states and then having a State Machine Monobehaviour. This way you can link up states to different animations which is particularly handy for games with multiple playable characters and generally works better as a more modular methodology than the firewall
@Tarodev2 жыл бұрын
I actually love that!
@simonwahlstrom12962 жыл бұрын
I work as a software developer and I'm just starting to get into game development in my free time. This was perfect for me as I prefer to use code over Unity tools if it makes the process simpler, which this really does. Thank you!
@SalehGfx Жыл бұрын
Good job making this video, I feel the YT algorithm read me my mind and showed me this when I needed it.
@conedome68452 жыл бұрын
I really love your videos man, short and to the point. I’m a little confused on 3D animation but honestly the more I think about how to implement it the more I think I can
@Tarodev2 жыл бұрын
If anything 3D animation is a bit easier as you can interpolate frames between two animations (this is handled automatically) to create smooth transitions. You can do it brother!
@mishaslizhov10562 жыл бұрын
Yo, that was extremely helpful, I saw a video from lost relic games talking about the concept of coding animations, but you took it to the next level
@uhohwhy2 жыл бұрын
im gonna ughh.. im cooomiiin AAAhhhHh
@mufelo2 жыл бұрын
Beware the trigger, the animator, the Mecanim. Love the Animancer shoutout! Preach, brother!
@ofa443322 жыл бұрын
This is so helpful. As someone coming to Unity from GameMaker Studio, this is really similar to how animation is done there. So much easier for sprite work!
@Tarodev2 жыл бұрын
I wasn't aware of that, interesting
@hmzaelmkd2 жыл бұрын
this looks a lot easier than working with unity animator, it would be great to see a full tutorial on this!
@Conor_Tuohy2 жыл бұрын
Yes - an explanation of your full code, and what connects to what components, what terms or commands actually do, why you use the techniques and code you use, etc - that'd be very useful to us folk just starting out!
@getintheoven9 ай бұрын
had to come back with a new channel because the game i was working on last year uses your character controller... thank you for existing btw! hope you're overcoming any stress you're dealing with at this current point in time and that this year goes great for you :)
@stevennassef2 жыл бұрын
I really love your videos, they always have interesting topics actually.
@ZaneBastian2 жыл бұрын
"...as I read every single one of them". Hah.. Taroboi's in for a load of spam... *checks comments* Wow, now that's a fine, civil crowd right there if I ever saw one...
@Tarodev2 жыл бұрын
Tarobois are good bois
@iHeartGameDev2 жыл бұрын
So much information condensed into a video that's under 2 minutes. Beautiful Taro! And now it feel like a ton of my videos should be refactored to use this method of animating XD
@pedrinkss2 жыл бұрын
Combining this with the state machine that you showed us = gold!
@glassmarble9962 жыл бұрын
maybe you make a video about this.would be good.
@hegworks2 жыл бұрын
I always appreciate seeing new approaches to the same repetitive things I've been doing all the time. Thanks mate🐦
@matthewsmith26822 жыл бұрын
I'd like to understand ANYTHING you just said. Well done mate.
@ThisProgram2 жыл бұрын
This is amazing! Getting rid of transitions and blend trees is a god send. I work exclusively with pixel art games and this is a perfect solution to the spider web woes I continue to deal with. This method is simple and intuitive. As a newb to game dev, a more detailed video doing a deep dive into creating the script and going through some different interactions of the code with various actions like attacking, jumping, et cetera, would be great. Thanks for the code and the quick video on how it all works.
@Tarodev2 жыл бұрын
I'd love to hear how you go with it. Reply here when you've had a play 😊 I have a pretty fleshed out version on my patreon if you're ever interested
@ProdigiaGames2 жыл бұрын
Good stuff! My current game is a track- based music game so all of my character animating is being done on the timeline for this one, but I'll definitely keep this in my bag of tricks for future projects. The more you can calculate programatically, the better!
@Tarodev2 жыл бұрын
This strategy seems ideal for that type of game, so long as you have events being fired for the beats
@ProdigiaGames2 жыл бұрын
@@Tarodev Actually, that makes sense. I was just going to make manually animated segments with timeline triggers to branch/loop, but that could potentially help automate at least some of the animation setup. I'll have to weigh my options!
@sapientunderground2 жыл бұрын
Good stuff, I use a very similar system for a 2.5D platformer project, the level of control is very good to have, and no animation/transition setup overhead.
@francescagreetham18042 жыл бұрын
This is sooo handy! Definitely going to play around with this. Thank you!
@646AWESOME2 жыл бұрын
I highly recommend using Playables graphs for 3d animation. It's built into unity (but with little documentation) and offers even more programmer centric design. For instance, you can use animation clips as serialized fields and reuse animation graphs just like you reuse code. There is extra work needed to get it set up but it gives you so much more control. It also let's you customize transitions so they're not linear!
@mufelo2 жыл бұрын
Animancer takes away most of the extra work and uses playables in the backend.
@MujjMujj2 жыл бұрын
What an amazing video, this is so much better than trying to fiddle with the unity ui
@eliphillips43922 жыл бұрын
What an effective, quick video. Humour, bit size and taught well.
@Tarodev2 жыл бұрын
Thanks Eli
@MidasButSilver2 жыл бұрын
This Channels like finding a hidden gem, informative and quick to the point. Nice content
@fmproductions9132 жыл бұрын
Really like this idea tbh. In the past years, for a few of my games were animation transitions aren't that relevant, I always just made a state machine that is used in the MonoBehaviour and just play and adjust animation state in the logical states, kinda like you showed in the video. It prevents a lot of the pains of having to deal with the Animator and having to maintain 2 different state machines. More recently I also worked on a small editor script that basically generates the hashes of the animator state names and parameters as static variables into a file, that's pretty useful as well ^^
@ilikesnow2 жыл бұрын
It's like you were sitting across the "office" from me today! I've been struggling the past week with this exact scenario but 3D. Thank you so much sir.
@Tarodev2 жыл бұрын
Here to help 😉
@AetherXIV2 жыл бұрын
Always love your stuff. Best unity tut tuber
@Tarodev2 жыл бұрын
Thanks Caleb 😘
@WeenieWalkerGames2 жыл бұрын
Wow, that looks a lot easier to follow than the spider-webs with parameters that you can't tell apart. I'll also have to look into that string hash thing you used; never heard of that one.
@williamhiciano394 Жыл бұрын
this is absolutely awesome did not know about this, thanks !
@AlexBlackfrost2 жыл бұрын
I've tried this approach myself for 3D characters in the past after watching LostRelicGames video, and honestly, I didn't like how it turned out. I'm going to share the pitfalls I encountered using this approach just in case someone is curious about it: In 2D spritesheet animation this approach sounds good because you don't need to blend between animations or to handle animation transitions offset, but that's something you need to do in 3D or 2d skeletal animation (most of the time). While you can store the transition duration and the timeOffset parameters outside the animator and pass them to CrossFade() or CrossFadeInFixedTime(), this approach makes it harder to tweak the animation transitions. In Unity's animator you can easily tweak the transition duration and time offset parameters with some sliders and textfields and see the results immediately. However, using this approach I had to execute the game every time I wanted to tweak those parameters. I also tried creating the transitions in the animator window, tweak those parameters in the animator and then copy/paste them into my code so that I could get the best of both worlds, but then you'd be working twice as much, it felt like re-iventing the wheel to me. I also tried to just use the animator to store and tweak the transition duration and transition time offset parameters and then read those parameters using scripts, but the classes that store that information (like AnimatorStateTransition) are editor only, so it didn't work in builds. Another problem I faced was detecting when an animation has ended. Sometimes I wanted to trigger an action right after an animation ended without having to use a timer or re-inventing the wheel (like switching from attack state to idle state after playing an attack animation ). I tried to use Unity's OnStateExit() method from StateMachineBehaviour classes, but that method only gets called after a transition to a new Unity's animator state happens, something that doesn't happen if you are using CrossFade() and don't have transitions in your animator. It felt like working against Unity's animator rather using its tools. I also considered using Animancer back in the day, since it expands on this concept as you mentioned, but I didn't feel like using an asset that replaces such a core component of a game engine (the animator system) would be a good idea, it felt like re-inventing the wheel again. If someone finds an alternative to any of the problems I've faced I would be very glad to hear it. Now, while I didn't succeed in implementing this architecture into my game it doesn't mean it won't be good for yours, I'm just sharing the problems I faced making a smashbros-like game. If I had to make a 2D game with sprite animations I would try this approach again. That being said, thanks for making this video, it's a very interesting topic that only a few people like LostRelicGames have covered on youtube. Also, looking forward to see the quaternions video👀
@Tarodev2 жыл бұрын
You touched on the solution to your problem... Animancer. It is always a good idea to reduce third party plugins, but it really does fill the gap well. The visualiser is a great addition to the workflow. Nice writeup mate!
@rjnebrja15992 жыл бұрын
For your second problem you can always use Animation events and put one at the last frame of your animation and hook that event up somewhere else in your codebase. No need to use a timer or OnStateExit.
@AlexBlackfrost2 жыл бұрын
@@rjnebrja1599 Thanks for your suggestion. I also tried what you mentioned and I think it's a bad approach, specially when your are developing something bigger than a game jam game. The first problem is having to create an animation event for every single animation in your game. It's very time-consuming, specially if you have to re-import animations or you modify the animation speed of an animation. Another problem is Unity's Animation Event function selector. It doesn't escalate well: the dropdown function selector doesn't have any kind of filter to select the function you're looking for, and the list of functions grows very fast as your game grows and your character has more components and thus, more functions that show up in the function selector. As far as I know, the only way to quickly scroll through the list of functions is to use the arrow keys, the mouse wheel doesn't event work (using unity 2020). Finally, a last, but not least important problem is to tweak the transition crossfade duration parameter and the animation event frame so that your animation event is fired before the transition ends (otherwise it won't be executed). Yes, you can get it working with animation events, but it's very time-consuming and doesn't escalate very well, in my opinion.
@rjnebrja15992 жыл бұрын
@@AlexBlackfrost Oh I'm not saying there aren't any drawbacks with AnimEvents. I just wanted to suggest that there is an alternative to using timers as a way to check for the end of an animation. Especially for cases where there are varying animation lengths and you have to account for them each time you set up a timer waiting for one to end. Using AnimEvents, you can just attach them on the near end of the animation and you're done for now. Though I agree with your with your opinion that it can be time consuming, I just consider it to be part of the animating process and it helps with the psychological part. Anyways, I guess it's all up to preference and working around the kinks of the features Unity gives us. Goodluck with your game!
@AlexBlackfrost2 жыл бұрын
@@rjnebrja1599 maybe my reply sounded a little harsh (sorry about that). I have to say that it was actually a pretty good suggestion! Back in the day I tried it because I thought it was a really good solution and even used it for a long time (that's why I was able to make such a long reply about my experience using this approach haha). You're right, it has its advantages and disadvantages. I found it very time consuming for my game (3D fighting game), but it may be a good solution for another type of game, like a 2D game. And it's not like I know a better solution, so it's definitely an approach to be considered. Thanks! Wish you the best in your gamedev journey.
@Glooberloob2 жыл бұрын
thank you so much for sharing this. it seems like a much easier way to animate considering i always just set up animation triggers and call them one by one. and great presentation too!
@Tarodev2 жыл бұрын
Enjoy your new power
@RedCabinGames2 жыл бұрын
Thank you! I didn't know about this feature! I already have a state machine in code to manage transitions and trying to match the Unity animator with it was painful. This just works with basically one line of code! I think about this video almost daily and feel thankful for it :)
@luisrosado70502 жыл бұрын
The shear anount of happyness, anger, gratitude and shock i feel after learning this is astounding, im subscribing for my foolishness
@DePistolero2 жыл бұрын
Incredible content!!! Feel like a beginner watching your videos!!! Grow that channel!! Grow like crazy!!!
@Tarodev2 жыл бұрын
I'm tryyyyyyiiiinnnnngggg 😂
@pliniomourao2 жыл бұрын
Simple, objective and precise. Thank you Tarodev!
@lamarhoward84782 жыл бұрын
Yoooo 🤯 this is literally exactly what I need after just deciding today to make my platformer 2.5D with models instead of 2D with the same models baked as sprites. Nice 🤝🏾
@Tarodev2 жыл бұрын
I love 2.5D. Good luck with your project!
@lamarhoward84782 жыл бұрын
@@Tarodev Thanks, good luck with your projects as well 👍🏾
@JimPlaysGames2 жыл бұрын
Damn. I wrote my own animation script because I found the cumbersome web of nonsense in the Unity animator not worth the effort for 2D stuff. This seems like it cuts down on that problem though and still allows making the animations in the animation editor. Excellent stuff!
@Tarodev2 жыл бұрын
When you say you created your own, do you mean you manually looped through subsets of sprites?
@JimPlaysGames2 жыл бұрын
@@Tarodev yeah I tracked time elapsed in the update function and then changed the sprite to the next one in the array when it reaches the duration of a frame. It's pretty basic but it works for the project I'm using it on right now. If I need something more complex though like for a platformer character I will refer back to this video.
@obo71722 жыл бұрын
Amazing idea. Animated transitions have not been relevant for some of my games over the past few years. I just created a state machine for the MonoBehaviour and just played and adjusted the animation state in the logic state like you showed in the video. It avoids many of the problems of dealing with animators and having to maintain two different state machines.
@NickMaltbie2 жыл бұрын
This is marvelous
@Tarodev2 жыл бұрын
Good luck brother! Remember, the provided script is still basic. You can deck it out with some advanced features like OnFinish and OnStart events
@NickMaltbie2 жыл бұрын
@@Tarodev I have a state machine based character controller so I already have all the transitions mapped out! Thinking of switching it to coyote based state machines so I can decorate the states with attributes on what animation to switch to when loaded!
@mrstruijk2 жыл бұрын
This is super useful! More of this please :)
@stevencraeynest77292 жыл бұрын
with a title like that, I expected a comedy video :p
@mrcroco5121 Жыл бұрын
this channel is a blessing ..honestly. superb content.
@Tarodev Жыл бұрын
Thank you ❤️
@eerongal2 жыл бұрын
Probably outside of the scope of a quick vid like this, but if you're using a state machine pattern within your own code, changing animations like this can easily be handled more elegantly than a block of if statements, ESPECIALLY if your animation is tied to state. Just have some sort of "onStateEnter" function on your states where you set your animation.
@Tarodev2 жыл бұрын
I use state machines all the time, but I like my current approach more. Way (way) less boilerplate, exact same result.
@Mickplouffe2 жыл бұрын
Anything I want? - The video on Quaternions ;P. (Take your time) - Also you replacing Brackeys on YT. - ACTUAL IDEA: I would like a revisit of your Ultimate 2D Platformer Controller in Unity, but 3D 3rd Person. - Lastly, I want you to be happy and loving what you do. Same for all fellow devs!
@theonlycatonice2 жыл бұрын
LockState is probably what I needed. I followed LostRelics version of this in a lil endless runner I made and I noticed animations being overridden. So in the animator I linked necessary ones back to idle, also turning off the autoloop, and then in my if statement checking player states, I stop/prevent the state changing unless it's not one of those animation states. E.g. player is landing from a jump, even if they are grounded, I don't want idle to play since I want the jump animation to finish, if not jumping play idle but when jump is finished in the animator it will go back to idle. Your LockState example essentially does what I wanted 👌 Also I wish beginners knew of this because Unitys spider web is a nightmare and I can't see an advantage over just coding it.
@noodle-eater2 жыл бұрын
I just know this API after a few years working with unity, thank you this is looks awesome.
@smokedsalmon6652 жыл бұрын
This video just gave me a "goddamn!" moment and reminds me again of why I love programming in the first place. Thank you!
@Tarodev2 жыл бұрын
Program all the things
@firstvf10 ай бұрын
Didn't expect that 2 minutes video could be so useful.. You are genius, thanks!🙂
@matteomanicone57172 жыл бұрын
Thank you. I converting the state to hash looks like a good idea and it could be used for an enum. Can't wait to test it out.
@Tarodev2 жыл бұрын
Just ensure you're still sending the hash to the animator as it's significantly more efficient
@atmegaphil2 жыл бұрын
thank you! This reminded me of a tutorial i watched last summer from Kiwicoder but in 3D. Programming animations this way seems the cleanest way.
@xena-spectrale Жыл бұрын
This tip is so simple yet so effective. It just pulled me out of a full half-day unity animator nightmare. Thanks Tarodev 💙
@jaylahouse51002 жыл бұрын
Omg this is everything I ever needed as a programmer. Thank you
@Tarodev2 жыл бұрын
Enjoooooy
@PitiITNet2 жыл бұрын
Mr Taro, that is fantastic video! Thank you so much for it :D. I had no idea this method exists!
@Tarodev2 жыл бұрын
Thanks buddy :)
@viramyar42592 жыл бұрын
Hey TaroDev! Great video, honestly struggled with animations and the damn spider webs way too much. Actually checked you out after the blackthornprod 3d game dev video, you were a complete machine in that! Thanks for the video mate, have a good one!
@Tarodev2 жыл бұрын
Welcome aboard mate 😊 I've had a bunch of complaints that I threw out too many previous dev implementation in that video, lol. Woops.
@viramyar42592 жыл бұрын
@@Tarodev all good mate, p.s I liked your changes
@Analyzer_Games2 жыл бұрын
just one word THANKS
@newarteest2 жыл бұрын
This is the most useful Unity tip I've seen in a while. Mecanim is a very useful tool for 3D characters, but so much annoying overkill in many other situations.
@Tarodev2 жыл бұрын
Glad you liked it
@bumbowo2 жыл бұрын
YOU MY MAN ARE SPEAKING MY LANGUAGE
@bruggles11352 жыл бұрын
This is absolutely fantastic, thank you so much! I love doing things through scripting, it just makes so much more sense in my head, and I feel like I have so much more control over how I do things. Never going back to spaghetti trees lol.
@the3rdr0b0t2 жыл бұрын
I thought this was an asset you made and wanted to show off but no, this is straight up base unity functions. How has this evaded me for so long?!?!
@Tarodev2 жыл бұрын
It evaded many of us... But we now have the power.
@the3rdr0b0t2 жыл бұрын
@@Tarodev I will follow you to the ends of the earth, finder of ancient treasures
@emailforsomething52862 жыл бұрын
very nice and looks interesting
@skymanito2 жыл бұрын
you are a fooking legend!
@mehmedcavas30692 жыл бұрын
wow thought this is a tool or something like that, but the animator itself has it. how did I not see this for all these years :D
@mattkaiser8984 Жыл бұрын
😭 the line… you just touched my heart. That line drove me insane for so long. I hate it.
@M4nichean2 жыл бұрын
You had me at OCD, really enjoying your vids man keep it up PLEASE. Learning lots even started making my own space shooter!
@Tarodev2 жыл бұрын
Hell yeah brother!! Good luck with the shooter
@calebgilbertyt2 жыл бұрын
This was really helpful, I'm just not a big fan of the unity animator, and my brain works very logically, so I will be using this method a lot more, thanks so much!
@JamesMakesGamesYT2 жыл бұрын
Great video Taro! Never heard of CrossFade or the firewall pattern before this, definitely have to try them out
@Tarodev2 жыл бұрын
You've never heard of the firewall pattern as I coined it while writing the script :D
@JamesMakesGamesYT2 жыл бұрын
@@Tarodev Well now I don't feel too out of the loop :D
@gogokowai2 жыл бұрын
The standard name for the "firewall pattern" is "guard clauses". It normally refers to returning after checking function parameters for valid values, but can also refer to a string of conditionals and return statements. Firewall pattern sounds cooler, but it might be a confusing term if you're writing network code.
@lp-games2 жыл бұрын
Oh man! Thank you so much... I love this!
@ezphantom2 жыл бұрын
FSM is all you need. Good day
@TurboMakesGames2 жыл бұрын
Crossfade is new to me, this seems right up my alley. Great video man 👊👊
@StarshipJais2 жыл бұрын
This was helpful and motivating, thanks.
@TegridyMadeGames2 жыл бұрын
animancer is great i always use it
@Tarodev2 жыл бұрын
It's truly amazing. Possibly overkill for sprite sheet animation, but amazing for everything else
@unbroken-hunter2 жыл бұрын
Your awesome m8
@Morphexe2 жыл бұрын
Animancer was one of the best assets I ever purchased in Unity.
@voodoo51912 жыл бұрын
I always had so much trouble with animator in unity. This video is great!
@captainjet-pack2 жыл бұрын
I know nothing about animation or programming. 10/10 video very helpful!
@Tarodev2 жыл бұрын
Thanks Captain!
@Димас-ТвойРазработчикИгр2 жыл бұрын
Amazing work, bro !
@antijulius2 жыл бұрын
Thank you for acknowledging the most important reason; animator tree OCD. It just taunts you with its awkwardly connected different-sized boxes. Been using Crossfade for a few months now. Never going back.
@Keanine2 жыл бұрын
I recently started doing this after getting frustrated with the animator for years, funny that its popped up in my recommended now! I'd highly recommend this method, it doesn't have many downsides if you've already implemented your own state machine anyway
@bike_n_fish2 жыл бұрын
you would be proud of me taro kun
@Tarodev2 жыл бұрын
Tell me
@FakeMelon2 жыл бұрын
I love your videos, you just get the point so efficiently. thanks.
@rutchjohnson2 жыл бұрын
Nice editing, Tarodev! Very useful animation. I hate that animation window. Ugh
@mariocamspam72 Жыл бұрын
Ah the wonders of concise unity content. love it
@BrainDeadSlime Жыл бұрын
That's an easy sub for sure. Gonna try this sometime soon
@omerpasa33282 жыл бұрын
aaa learned this from Lost Relic Channel in detail so I know already but your flow and his flow is kinda different...