unity sprite animation

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Unity Toggle associated Animation events

cause The Button in the Unity GUI can associate animation events by changing the Transition type to animate,Toggle components can also, but these animation events are not notification events when the Toggle value changes, so special notification animation events are required. Solve Simple script to implement, mainly t

Unity Shaders and Effects Cookbook (7-2) for vertex animation in Surface Shader

Surf (Input in, InOut surfaceoutput o) {half4 c = tex2d (_maintex, In.uv_maintex); O. Albedo = C.rgb;o. Alpha = C.A;} ENDCG} FallBack "Diffuse"}The book also adds a mix of colors to make the effect look more dazzling, not here.Transfer from Http://blog.csdn.net/huutu http://www.thisisgame.com.cnLearn about a function mentioned in the book LerpLerp interpolation functionfloat f = lerp (from,to,t) = from* (1-t) + to*tWhen t = 0 returns from, when t = 1 returns to. When t = 0.5 returns the mean of

"Summary" Unity animation module

parameters mixed with multiple animations, an XY space, the point distance which animation near the impact of the bigotherAnimatorstateinfoanimator.stringtohashAnimation Frame AnimationAnimationcurveanimationevent IK: Forward kinematics, root bones drive child nodes skeletal motion FK: Inverse kinematics, which drives the parent node motion. In the animator window, tick the IK pass option on the base layer for the foot IK option on the

Unity Experience-dotween Animation end of the giant pit of anonymous delegation

The problem arises:Hundreds and thousands of objects are placed in the list loop, and each object uses the move and move end events.BUG:After the end of the animation I want to hide the object, but the result is not normal hiding, the code is as followsforeach (var item in lists) { if (item! = null) { item. Transform. Dolocalmove (AnchorBanker.transform.localPosition, 0.5f). OnComplete (() = { item. gameobject.setactive

Opening animation settings in Unity

Using System.collections;public class test:monobehaviour{//Movie texture public movietexture movtexture;void Start () {//Set movie texture broadcast The Movtexture.loop mode is loop = False;movtexture.play ();} void Update () {if (Input.getmousebuttondown (0)) {Debug.Log ("some events such as jump scenes can be triggered when the screen is clicked");}} void Ongui () {GUI. Drawtexture (New Rect (0, 0, Screen.width, screen.height), movtexture), if (Guilayout.button ("Play/Continue")) {//play/Resum

Unity Animation:animationclip must is marked as Legacy the animation state XXX could not being played because it couldn ' t b E found!

Reference: https://forum.unity3d.com/threads/animationclip-must-be-marked-as-legacy.213952/Two aspects need to be set: 1,FBX file The rig needs to be set Legacy old-fashioned2. The corresponding Animaiton needs to be set in debug mode Animationtype 1 instead of 2 Mecanim mode (new animation system, association animator multiple FBX can share this action)Unity Animation:animationclip must is marked as Legacy

Unity Animation State Machine Learning

Before the unity4.x, animation displacement, up stairs and other actions need to write their own module implementation, including character steering and so on. The presence of Unity state machine solves this problem. It has an option to apply root motion, and the displacement of the root bone can be applied after the check is selected.Unity's state machine has the following knowledge points:1.Hellow World2.

Unity Animator Animation state machine in-depth understanding (ii) IK control

);103Avatar. Setikrotationweight (Avatarikgoal.leftfoot,0);104Avatar. Setikpositionweight (Avatarikgoal.lefthand,0); theAvatar. Setikrotationweight (Avatarikgoal.lefthand,0);106Avatar. Setikpositionweight (Avatarikgoal.rightfoot,0);107Avatar. Setikrotationweight (Avatarikgoal.rightfoot,0);108Avatar. Setikpositionweight (Avatarikgoal.righthand,0);109Avatar. Setikrotationweight (Avatarikgoal.righthand,0); theAvatar. Setlookatweight (0.0f);111 } the }113 the}With an egg, ik fun ~ ~ heh

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