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Moves
Special
Self_Applied Force
Moves can alter the transform of your character
Cinematic
Play Special Animation
Changes Camera
Pauses Game State
Basic
Hit
Blocking
Standard
(Config)
Blending Duration
How smooth the transition between basic moves are. Be careful as high numbers can cut down your animation and create small visual bugs as it trades response time for smoothness. The recommended (and default) value is 0.1.
AnimationType
Legacy
AnimationFlow
Mecanim
Avatar
new Hitbox
HitBox Type
Low
High
(messages different animations/states)
Collision Type
No Collider
fingers, extremities. can be hit/hurt, but not deliver hit
HitCollider
hit, can overlap
BodyCollider
hit and mass. can not overlap
BodyPart
(positioning)
offset
radius
Link
(map to asset transform)
HIK_Head...HIK_Spine1
Head...Rib...
attach HitboxesScript
Transform
Appy Changes
scale, rotate and set for game context
make Prefab
pathPrefab to character file
Psylocke