Summary
We covered a lot of content in this chapter. We discussed the different character definitions we will be using for our game, looked at the base character class attributes that will be shared by all of our characters, and created the BaseCharacter
class to be used later in the game. We also discussed the primary states our character will have in the game, and how to implement them using the Animator Controller
.
We looked at how to rig our character model to be prepared for the Mecanim system, as well as how to use the Mecanim system to create animation and state diagrams that will determine how the character behaves during game play. Then we implemented our initial character controller script that handles the state of our character. This gave us the opportunity to look at the Blend Trees and transition from one state to the next using parameters. We then looked at how to modify animation clips if there is a need for it.
Finally, we learned about Inverse Kinematics, which will help our...