Unity Basics Course: State Transition Based on Distance

Hello! In this tutorial, we will take a closer look at how to implement state transitions based on distance in Unity. State transitions are a very important concept in game development, making the behaviors and reactions of characters or objects more realistic. In this article, we will explain step by step with practical exercises alongside the theory.

1. What is State Transition?

State transition refers to the process of changing the state of an object. For example, it means transitioning from ‘idle state’ to ‘attack state’ when a player character gets close to an enemy. Such state transitions enhance the immersion of the game and provide players with various experiences.

2. Unity and State Transitions

In Unity, state transitions can be implemented using animations and state machines. A state machine is a useful tool for structuring the logic of states changing based on specific conditions. To implement state transitions, the following steps are necessary.

2.1. Setting Up a Unity Project

  1. Launch Unity Hub and create a new 3D project.
  2. Once the project is created, configure the basic environment.

2.2. Adding a Character Model

Download a character model from the Unity Asset Store or create one yourself and add it to the project.

2.3. Adding Animations

Depending on the model, you need to add animations such as idle, movement, and attack. Animations can be added in Unity’s Animation window.

3. Implementing Distance-Based State Transition

Now, let’s implement the core of state transitions: distance-based transitions. To do this, we will write a C# script to calculate the distance between the character and the enemy, and transition states accordingly.

3.1. Writing the C# Script

using UnityEngine;

public class PlayerState : MonoBehaviour
{
    public float detectionDistance = 5.0f;
    public Transform enemy; // Enemy's position

    private enum State
    {
        Idle,
        Attack
    }

    private State currentState = State.Idle;

    void Update()
    {
        float distance = Vector3.Distance(transform.position, enemy.position);
        
        // Distance check
        if (distance < detectionDistance)
        {
            SwitchState(State.Attack);
        }
        else
        {
            SwitchState(State.Idle);
        }
    }

    private void SwitchState(State newState)
    {
        if (currentState != newState)
        {
            currentState = newState;

            switch (currentState)
            {
                case State.Idle:
                    // Actions for Idle state
                    Debug.Log("Idle state");
                    break;
                case State.Attack:
                    // Actions for Attack state
                    Debug.Log("Attack state");
                    break;
            }
        }
    }
}

This script calculates the distance to the enemy and transitions the state. In the Update function, the distance is measured every frame, and if an enemy comes within the set distance, it transitions to the attack state.

3.2. Applying the Script

Attach the created script to the player character and assign the enemy object. When an enemy enters the set distance, the attack animation will be executed.

4. Animation State Transition

Once state transitions are enabled, let’s apply animation transitions. In Unity, we can easily implement transitions between animations using Animator.

4.1. Setting Up the Animator

Add animations to the Animator component of the character and set parameters to transition based on the state. Connect the idle and attack animations in between to ensure that the required animations are referenced.

4.2. Adding Animation Parameters

using UnityEngine;

public class PlayerAnimator : MonoBehaviour
{
    private Animator animator;
    
    void Start()
    {
        animator = GetComponent();
    }

    private void SwitchState(State newState)
    {
        if (currentState != newState)
        {
            currentState = newState;

            switch (currentState)
            {
                case State.Idle:
                    animator.SetBool("isAttacking", false);
                    break;
                case State.Attack:
                    animator.SetBool("isAttacking", true);
                    break;
            }
        }
    }
}

This way, animations will also transition based on the state, providing a more realistic playing experience.

5. Additional Tips

When implementing distance-based state transitions, consider the following tips:

  • Add various behavior patterns for enemies to prompt player reactions.
  • Adding effects during state transitions provides a more immersive experience.
  • Consider allowing the player to transition states based on factors other than distance (e.g., line of sight, speed, etc.).

Conclusion

Through this tutorial, you learned the basic method of implementing state transitions based on distance in Unity. With this foundation, you can create more complex systems and maximize the fun of the desired game. I hope to see you develop more features through future practices. See you in the next tutorial!