Example 1: how to change animator controller in script unity
//STEP1: Inside the Assets folder, create a new folder called: Resources //STEP2: Now Create an Animation folder Inside the Resources folder //STEP3: Then put the Animator Controller inside this folder (for this examle we'll call the controller Bob) //STEP4: Now add this to the gamObject that holds the Animator componentAnimator animator; void Start() { animator = gameObject.GetComponent(); } void Update() { //I put it inside this If Statement to avoid Errors/Warnings but its not 100% necessary if(animator.gameObject.activeSelf) { animator.runtimeAnimatorController = Resources.Load("Animation/Bob") as RuntimeAnimatorController; //OR animator.runtimeAnimatorController = Resources.Load("Animation/Bob"); } }
Example 2: how to set an animator parameter through the animator unity
//click the add behaviour button on a state in the animator controller //and add a script. Just put the name of the bool in the inspector public class AnimatorResetBoolAtEnd : StateMachineBehaviour { [SerializeField] private string booleanVariableName; // OnStateExit is called when a transition ends and the state //machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool(booleanVariableName, false); } }
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