Here is a basic setup of locomotion.
It works this way it is connected, I have walk and run animation, and stand as idle, I added 3 new stand("Idle") animations, and cant figure a way to make them random pick after walk is finished, and loop till next destination is given.
I tried adding new substate machine, but still cant figure a way to connect it the proper way.
Here is the image of current setup, this way when agent stops, it returns to idle state, and animation loops till new destination is given.
I want the same behavior but when he returns to idle, I want it to randomly loop with 3 new states
You can use BlendTree for that.
Just set Random float using Random class and use BlendTree to blend animations using that tree.
Related
I need to create 2 animations,
one is of an object going from point A to point B at a constant velocity.
the other is of an object starting from point A but with a gradually decreasing velocity as it reaches point B until it comes to a stop.
I tried decreasing the animation speed every second to achieve this result with no luck.
Any ideas?
As you may have noticed when you work with animation in Unity there is no such thing as changing the velocity of an object. What you need to do is give your object an Animator and create a new Animation.
Then on the animation timeline press the red dot (record button) and then place your object on point A.
Next, on the time line you want to select the exact second that you want your object to come to a stop and after that move the object on point B.
Now, the more seconds there are in between the 2 keys, the more time it's going to take for the object to travel.
To make it gradually slower instead of it just travelling slowly:
On the animation panel you will see 2 tabs. Dopesheet and Curves. Hit Curves and play around with them till you have a satisfing result.
Documentation on using Curves
In my game, at specific intervals, a function is called that adds multiple nodes to the scene (between 2 and 6 nodes). These individual nodes are all the same - they consist of the same blender model, same SCNCone, same spotlight and same physics bodies - (The blender model is low-poly, nothing extreme).
When it's time to call the next interval of nodes, the nodes that were called previously are removed (including their actions). This process repeats until the player has died. Now when the nodes are removed and new ones are added, it creates noticeable lag for roughly a second, and doesn't appear smooth.
I'm wondering whether there is a more efficient way to add and remove these nodes that could possibly eliminate lag? Since these nodes are all visibly the same, would cloning a node multiple times be better than re-creating the same node over and over within a for loop?
Any advice on efficiency or better practises would be greatly appreciated too.
Thanks!
Edit: Just a thought, should I have a node at every required position, and basically un-hide and give them actions when needed, and once they've done their job, fade out, put back at initial position, remove actions and hide?
This would mean I would need about 20 nodes in the scene at all times, but at least there would be no need to add any more, or remove any.
Start by turning ON statistics.
scnView.showStatistics = YES;
Click on the + at the bottom left of the screen to the stats screen.
What could be causing the lag? Quick things to check are:
1. Is the geometry too complex?
2. Are the textures too large?
3. Are there too many draw calls?
Cloning is better.
Yes, I think your idea at the end will avoid the lag. If the nodes being added are the same as the nodes being removed it will be more efficient just to hide and reset them.
If you are creating the nodes each time it is likely that is causing the lag, and you could even remove and add them from the scene but instead of creating them when needed store them in an array ready to be reused.
I'm attempting to make a code in which I have a sprite act as the main terrain sprite (aka a tile) and have clones of that sprite stack on to the end of it, while maintaining the scroll code, which allows the x positions of the main sprite and the clones to change as the player pushes down on the "a" and "d" Key, While maintaining their proper positions in line. The issue I am having is that for some reason the third costume in my terrain doesn't seem to appear when its clone is created to act as the last tile in line.
I think the issue is that it's already created all the clones, but the first terrain block it clones off of spawns at the same time as the new ones.
By the way, Scrollnum determines the position in the line.
When your clone starts, it goes to the next costume, but since the base spirte's costume is always the first, the clones' will always be the second. You need to set the costume according to the clone ID. That variable (scrollnum) should be "for this sprite only", by the way.
I have had a similar problem, and it's possible that you are not using the right costume number. Try going one costume number down.
I completely forgot about this question but I did manage to figure it out in the and I thought I should post the answer considering that it may be of help to others.
Let me explain this code a bit, as shown in the image this uses a block instead of the repeat loop I attempted to use mainly due to the ability to use it more often as well as condense my code. The CloneX variable is refers to the tiles X positioning as a multiple in reference to the screen size. The equation when used looks like this: (CloneX * 480) + ScrollX. The TileX variable refers to the amount in which you want cloned.
This is how I ended up calling it. I ended up setting the costume to the one I needed for the level in order to start the generation of tiles. Then I initialized for the variables in the block]2
I have 2D game, where half scene with spawn enemies and (for example) other half scene, where I want use static enemies and other elements.
I thought to create sript that after some time (for example 10 seconds), will stop spawn scripts , and run the movement of other elements.
So. Maybe there is a reasonable solution to this problem.
[UPDATE]
I need the most sensible solution of such a problem, I do not mean to do this, but how to make it better.
1) Can make static elements, which will be a certain time, just stand behind the camera, and then move ... or programmatically create static elements, over time, in advance of known locations...Or download the entire stack of elements over time.
2) Or can completely abandon this idea. A striking example is the Subway Surf, there static scenes (layout) are created in random order.
P.s. I hope I have explained my problem
Just learn to use "Invoke", it's extremely simple.
Invoke( "YourOtherRoutine", 10f );
So after ten seconds it will run the other routine. That routine could easily stop one script running, start another script running, or, whatever it is you want to do. There are tens of thousands of examples of Invoke() and InvokeRepeating() on the usual Unity forums, etc.
From your reference to Subway Surf, I assume that you want to generate static elements like the path and static trains in subway surf and non-Static elements like some moving trains. If so then I have a possible solution.
You can create pre-defined sets of elements (let say 20 or 30 set with different combination of elements) and then spawn them randomly one after another. e.g. have a look at the two reference images below.
Now, note that you might see these scenes exactly as in the images multiple times while playing the game, this is because they are pre-created, The developers behind Subway surf have created these paths and saved them as prefabs and then spawn them at different locations during game play.
You might have noticed that sometime the path is the same but the position of trains is different. This can be achieved by further creating spawn points on your path and then at runtime randomly select points on which you want to spawn your static elements.
In many cases when there are more than one gates you can pass through (I am referring to the gate in the second image). the moving trains spawns on the path of the gate you cross. Spawning the moving train can be achieved as mentioned in step two with a movement script attached to it. Regarding the question of how to know on what path to spawn there are two possible ways (that I can think of right know).
You can keep track of your players current lane and then spawn the train on that lane.
You can place separate triggers on each lane and then detect which lane trigger was triggered and then spawn the train on that lane.
For other moving trains just use the method in step 2 to spawn them but with a movement script attached.
I am a straight noob. Everyone else says it, but I'm dead serious.
My question is, what is the best way to make a power meter to move a object? Meaning, how to set it up so that the longer the player holds the more power they get. Also how, would I incorporate physics?
What I'd like to accomplish is to have a player holding onto something so that when he taps on the screen and hold he powers up, and when he lets go he throws the object a certain distance.
just checking if the there is any thouch sequence or not is rather an easy thing, you just have to overload two functions for your scene class, one to inform you whenever a touch sequence begins and one to tell you touch is ended. the source code example is describe in this link. after than i think you need a gauge to show how much power is gathered so far, the easiest way is to use a texture with full power shown in it and the set it as texture and then show it little by little as the power goes up just as the code below:
// to create the gauge with zero power
CCSprite *s=[CCSprite spriteWithTexture:[CCTextureCache addImage:#"gauge.png"] rect:CGRectMake(0,0,0,10)];
// and then whenever the power changes you call this method
[s setTextureRect:CGRectmake(0,0,power,10)]
note that in my code i am using a 100x10 texture (power is somthing between 0..100 and texture height is 10 as the last parameter in both CGRectMake functions)