#Hi guys!
1 messages · Page 1 of 1 (latest)
Is it first person or third person? Is the prosthetic at the end of an animated limb, or itself the animated limb?
Do the prosthethics need to be swapped during animations or do you always have just one
This is first person. The prosthetic is (game)object that can or not exist in the game(this can be replaced by other prosthetic), it can be in the hierarchie of the player. (You need to pick a prosthetic at the start of the game)
You always have one prosthetic during the battle(game).
What would you say they have in common
Workflow optimization comes from figuring out what they share, or what they can share
They are all gameobjects in the hierarchie of the player.
Do they have the same bones
Do they have the same animations
Can they use the same animator parameters
No, prosthetics can be on different bones.
No, because it's not available yet. I'm still figuring out the best way and what to do. That's included in the problem description.
What exactly do you mean?
If you were only swapping the mesh they could share the same animations
If you're also swapping animations but using the same animator parameters to drive them, they could be able to share the animator via animator override controller
Furthermore the animator can be entirely different, but still be driven by parameters of the same name
Which means they can share the code
So, that is, you actually offered me two options for solving the problem, right?
In broad strokes yes
But which one you'd choose depends on what your animated objects can share for efficiency, which is what I'm getting at with the questions
Got it.
Briefly: I think I've come to a conclusion and decided on a solution. Thanks for the advice!
But I have a question: do you personally think it would be practical to do it my way?
In short, I decided to keep it simple and stick it on the same layer where all the player's hits are processed (we're in a beat 'em up game). I'm not sure how convenient that will be. Of course, I'll also use built-in sub state-machines to make it easier to understand.
I don't know, you didn't answer my follow-up questions