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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – registering the animations


The character model that we're using has been pre-animated in Blender. It has three animations: step, idle, and catch. Before we can play these animations using Script, we have to tell Unity the frame ranges the model uses.

  1. In the Project panel, click on the character model inside the Models folder.

  2. At the top of the Inspector panel, click on the Animations tab.

  3. Click on the little plus icon at the right edge of the Clips box two times, to list a total of three animations.

  4. Click on each animation in turn and, in the following section, name the animations step, idle, and catch.

  5. Use these settings for the Start, End, and Wrap Mode parameters:

    • step 1-12, Loop

    • idle 22-47, Loop

    • catch 12-20, Once

  6. When you are finished, click on the Apply button.

Now that these animations have been named and identified, we can call them up with code.

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