Frame Flipping is set to: Right Mirrors Left in the characters' Inspectors.
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My understanding based on this is that "NathanWalk_R" isn't needed (since "Right Mirrors Left" is selected).
Also, custom right-facing animatio…
Here's a screenshot of an NPC's inspector:
https://imgur.com/a/glIeUS7
The Animator is on the root for all characters, as moving it to the root was what was mentioned to do in a previous thread when setting up the Character Animation 2D Track and g…
It's only affecting the NPCs.
The main Player uses "Sprites Unity Complex" as well, and the animation states use BlendTrees like the NPCs.
The NPCs (and Player) all use the "Body angle float" parameter. The parameter does not a…
Quite understandable :) Thanks for the reply. That sounds interesting.
Not sure if you know "The Longest Journey" and Dreamfall Chapters games (but am assuming so as these forums are for adventure game creators after all), though I saw …
The Z-axis value was indeed the issue with the white sprite method. The sprite's position was behind the game camera.
That method works, though since the white sprite covering the screen it means that Object: Visibility also needs to set it to &quo…
So essentially a custom parameter can be run (along with the corresponding custom animation), before the Timeline starts.
Then, that custom animation (for example an Idle state with the Player's new outfit / sprites) will still play once the Timelin…
Looks interesting. Takes place on a Norwegian island! Can't tell from the description or video, though does it contain any Norwegian forklore, things like that? Looks good in any case.
Thank you!
The cutscene has two NPCs walk into the scene. Then the Player also walks into the scene after that.
The two NPCs were already set up to move into the scene using an ActionList and markers. Originally I had thought about using Timeline,…
During creating and testing the sub-layer, I discovered what the issue was, which ended being much simpler, and the sub-layer wasn't needed. Your advice did help me to solve it though, so thank you!
As mentioned, the animations had GameObjects bein…
First, thank you for all of your advice, and providing the Frame Flipping script for Direction Integers!
May very likely just use Direction Integers if I don't end up continuing with Blend Trees, so it may come in very handy!
First, by sub-layers, …
When you get used to Unity UI, I'll just place this here. It was a great help to me with adding scrollbars and such, and there's a series of 4 videos:
https://www.youtube.com/watch?v=TUSvupeYZv4
Thank you for the advice!
A good amount of time was spent looking into the Animator Controller.
Here's a screenshot of what the Blend Tree looks like at the exact moment when the GameObjects are disabled:
https://imgur.com/a/1bEc1pJ
One thing to …
Thank you very much for that! It's appreciated!
After more testing, it appears it wasn't the Frame Flipping, as I tried disabling it, and the character still vanishes when changing direction from left to right.
Also, the Character Animation 2D Sho…
The line in my previous reply above meant to say: "...using the 2D Animation Package, it was mentioned in another thread to move the Animator to the Sprite Child".
In any case, I was able to get the Player character moving again with the A…
Thank you! That did the trick.
Thinking I'll switch all the characters made so far to Sprites Unity Complex, as they'll all play at least one custom animation at some point (NPCs and main Player). And Sprites Unity Complex (mecanim) allows more con…