Unity 2D Game Development, Animator usage. Control character animations by setting animation state transitions and conditions.

Unity is a powerful game development engine that is highly suitable for 2D game development. In this course, we will explore various techniques to control character animations using Unity’s Animator system. In particular, we will focus on how to flexibly control character animations through animation state transitions and condition settings.

1. What is Animator?

The Animator is a component that manages and executes animations on game objects. The Animator allows you to store various animation clips as states and control transitions between animations through state transitions. Unity’s Animator uses state machines to help easily set up complex animation structures.

2. Project Setup

Below are the steps to start a Unity 2D project. First, we create a basic 2D project with parameters set up.

  1. Launch Unity and create a new 2D project.
  2. Name the project “My2DGame”.
  3. Once the project is created, import the necessary sprites and animation clips.

3. Creating Animation Clips

First, we need to create animation clips for the character. Animation clips define changes between frames to create the motion of the object.

3.1 Creating Sprite Animation

Follow the steps below to create a simple sprite animation.

  1. Create a new folder in the project’s “Assets” folder and name it “Animations”.
  2. Select the sprite, right-click on it, and choose “Create > Animation” to create an animation clip.
  3. Once the “Animation” window opens, you can drag and drop the desired sprites onto the frames to set up the animation.

4. Creating Animator Controller

Animator Controller is used to define animation states and state transitions. You can create it as follows:

  1. Right-click in the Assets folder and select “Create > Animator Controller”.
  2. Name the newly created Animator Controller “PlayerAnimator”.
  3. Double-click the Animator Controller to open the Animator window, then drag the necessary animation clips to add them as states.

5. Adding Animation States and Setting Transitions

In the Animator, you can use state machines to set transitions between various animations. State transitions can be set to occur when specific conditions are met. Below is how to set transitions.

5.1 Adding States

After adding animation clips to the Animator, configure each animation state. For example, there may be “Idle”, “Run”, and “Jump” animations.

5.2 Setting Transitions

To add state transitions, follow these steps.

  1. Drag from one state to another to create a transition.
  2. Select the transition, and adjust the settings in the “Inspector” panel.

5.3 Adding Conditions

You can add conditions to state transitions to automatically switch animations. To do this, set it up as follows.

  1. Select the transition and click the “+” button in the “Conditions” section to add a new condition.
  2. Conditions should be based on parameters in the Animator, allowing you to switch animations based on the character’s state.

6. Setting Animator Parameters

To control state transitions, you need to set up Animator parameters. This defines how the animations transition based on those parameters.

6.1 Adding Parameters

In this step, you add parameters to the Animator to represent logical states.

  1. In the Animator window’s “Parameter” tab, add a new parameter by clicking the “+” button.
  2. For example: add Boolean-type parameters like “isRunning” and “isJumping”.

6.2 Manipulating Parameters in Scripts

Now, every time the necessary conditions are met, you can manipulate parameter values in scripts to control animation transitions. The example code is as follows.

        
        using UnityEngine;

        public class PlayerController : MonoBehaviour
        {
            private Animator animator;
            private float moveInput;

            void Start()
            {
                animator = GetComponent();
            }

            void Update()
            {
                moveInput = Input.GetAxis("Horizontal");
                animator.SetFloat("Speed", Mathf.Abs(moveInput));

                // Character jump code
                if (Input.GetButtonDown("Jump"))
                {
                    animator.SetTrigger("Jump");
                }
            }
        }
        
    

7. Integration and Testing

Integrate all the above steps so that the player character performs appropriate animations based on input.

7.1 Assigning Script to Game Object

Add the PlayerController script written above to the character game object.

7.2 Running the Test

Run the game in play mode to check if the character’s animations transition correctly based on keyboard input.

8. Additional Tips

Here are some additional useful notes when setting up state transitions and conditions.

  • Smooth Transitions: You can set the “Transition Duration” value of the transition condition to ensure animations transition smoothly.
  • Debugging: You can check parameters in real time in the Animator window to see if any issues arise.
  • Performance Optimization: Disable unused animations to improve performance.

Conclusion

Unity’s Animator helps easily control character animations in 2D games. Through this course, you learned how to set up animation states and transitions to implement various actions for characters. More complex animations can also be set up based on the same principles, and you should create an animation system tailored to your own game.

Appendix: References

If you want more information, please refer to the resources below.