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Animation Attack Phases
Sleys edited this page Jul 31, 2026
·
2 revisions
Attack Phases define the execution timeline of an Attack Animation.
Each phase represents an individual attack window, specifying when the attack begins, when hit detection becomes active, when recovery starts, and which colliders and gameplay properties are applied.
An attack animation may contain one or multiple phases.
"phases": [
...
]| Field | Type | Description |
|---|---|---|
antic |
Float | Anticipation time before the attack starts. |
pre_delay |
Float | Delay before hit detection becomes active. |
contact |
Float | Time when the attack can hit entities. |
recovery |
Float | Recovery period after the attack. |
hand |
String | Hand used during this phase (main_hand or off_hand). |
properties |
Object | Optional attack modifiers applied only during this phase. |
colliders |
Array | List of joint colliders used for hit detection. |
A typical attack phase follows this execution order
Animation Start
|-------|-----------|-----------|------------|
Antic Pre Delay Contact Recovery
"phases": [
{
"antic": 0.0,
"pre_delay": 0.3,
"contact": 0.6,
"recovery": 1.0,
"hand": "main_hand",
"colliders": [
{ "joint": "Tool_R" }
]
}
]"phases": [
{
"antic": 0.0,
"pre_delay": 0.3,
"contact": 0.6,
"recovery": 1.0,
"hand": "main_hand",
"properties": {
"damage": 1.25,
"impact": 1.4,
"stun_type": "hold"
},
"colliders": [
{ "joint": "Tool_R" },
{ "joint": "Tool_L" }
]
}
]"phases": [
{
"antic": 0.0,
"pre_delay": 0.3,
"contact": 0.6,
"recovery": 1.0,
"hand": "main_hand",
"properties": {
"damage": 1.25,
"impact": 1.4,
"stun_type": "hold"
},
"colliders": [
{
"joint": "Tool_R",
"collider": {
"array_length": 3,
"vertex": [1.5, 1.5, 1.5],
"center": [0.0, 0.65, -0.3]
}
}
]
}
]- Attack Animations may define multiple phases.
- Every phase has its own timing, colliders and attack properties.
- Phase properties only affect the phase they belong to.
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