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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects FREE CHAPTER 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Using Skinning Animation with Animator

So far, we have used what are called static meshes, which are solid three-dimensional models that are not supposed to bend or animate in any way (aside from moving separately, like the doors of a car).

We also have another kind of mesh, called skinned meshes, which are meshes that have the ability to bend based on a skeleton, so they can emulate the muscle movements of the human body. We are going to explore how to integrate animated humanoid characters into our project to create enemy and player movements.

In this section, we will examine the following skeletal mesh concepts:

  • Understanding skinning
  • Importing skinned meshes
  • Integration using Animator Controllers
  • Using Avatar Masks

We are going to explore the concept of skinning and how it allows you to animate characters. Then, we are going to bring animated meshes into our project to finally apply animations to them. Let’s start by discussing...

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