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[Community] [Top-down movement animator] Change the animation according to the top-down movement direction #797
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| "value": "Walk", | ||
| "type": "String", | ||
| "label": "Animation name", | ||
| "description": "Animations must be called \"Walk0\", \"Walk1\"... for left, down...", |
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Could we add more details here? I think it has to be exhaustive to be really helpful
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It gives the start and the direction. I think giving more won't help. Especially because there are not necessarily only 4 directions.
| }, | ||
| { | ||
| "description": "Check if the animation is scaled according to speed.", | ||
| "fullName": "Scale animation according to speed", |
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I don't understand what this means
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Looking at this, I wonder:
- What is the top-down movement selector? (I don't know if we can hide it since I think there is no use in changing it for the user)
- Comparing to the platformer character animator:
I understand why you did it like that (easier with numbers I guess) but it seems a bit obscure from a non-programmer point of view I would say. Do you think it could be possible to have a similar interface as the platformer one? |
| "value": "Walk", | ||
| "type": "String", | ||
| "label": "Animation name", | ||
| "description": "Animations must be called \"Walk0\", \"Walk1\"... for left, down...", |
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| "description": "Animations must be called \"Walk0\", \"Walk1\"... for left, down...", | |
| "description": "Animations must be called \"Walk0\", \"Walk1\"... for right, down...", |
It's a required behavior. It allows users to understand why this extension was added automatically and why they can't remove it while keeping this behavior.
It's not possible because 8 is not a hard limit. Analog sticks allow any direction so games could need 64 animations. It has the advantage to be quick to suffix (8 directions * 6 animations of 20 frames can be long to do) and numbers are more universal than words. It's not easy to understand by just reading the description but looking at an example or a tutorial make it obvious. |
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In the case of this extension the movement angle is used which is kind of the same as using the acceleration vector. Characters rotate as soon as a key is pressed even if there inertial make them move in the opposite direction. For other movements with indirect player control, the speed can be used. We could probably do a generic extension that is based on the change of position. Both have advantages and draw backs: Generic (position delta):
Dedicated (movement angle):
An animator behavior can be useful with:
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I'm merging it in the community list as it's a question that comes back from time to time. |



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