tjbrunetto

Hi Esoteric Team,

Currently I am animating a sequence for my game via the Spine-Unity-Timeline-Extension. I have the animations playing together nicely, but what is the best way to go about moving the player / creatures transform? I saw online people saying that you need to do this via adding an animator component, but I do not want to put an animator on the (player/spine_game_object) as Spine is technically the 2D animator. Were you expecting us to move the player in code?

Tim

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I took a look at the scene you provided from the timeline video where Spineboy engages and fights the aliens with his plasma pistol. I did notice an animator component on each of the gameobjects where you controlled the transforms of each of these gameobjects. I can do that and get the animation to look and operate the way I want, I am just worried about performance issues at this point as this set up requires the addition of a Playable_Director, SkeletonAnimation_Playable_Handle, and an Animator. Just for a cutscene this would be fine but to have this extra baggage on the player during intense combat sequences, etc, seems like a lot.
tjbrunetto
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Harald

tjbrunetto je napisao/la:but I do not want to put an animator on the (player/spine_game_object) as Spine is technically the 2D animator
In regards to responsibility, the Spine components basically take over only skeletal animation and filling a MeshRenderer. Everything related to transforms, collision, physics, playing sounds, etc is still the realm of other (built in) Unity components. The border case would be root motion, so you could theoretically create animations with root motion and use a SkeletonRootMotion component to move your character around, also via the Timeline.
tjbrunetto je napisao/la:Were you expecting us to move the player in code?
While that's also a way, we were expecting you to use the normal Unity means of moving Transforms. :)
tjbrunetto je napisao/la: I can do that and get the animation to look and operate the way I want, I am just worried about performance issues at this point as this set up requires the addition of a Playable_Director, SkeletonAnimation_Playable_Handle, and an Animator.
You need an Animator on GameObjects that you want to move the Transform around via Timeline. The other components are not necessary. Even if they were necessary, what does your intended setup look like that makes you worry?
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Harald

Harri
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