digitalOctopus
Member
Hello, I'm working on putting together a new Animator Controller as recommended in the documentation. I have a handful of different idle animations in a blend tree, and I know that Unity usually has you prescribe a float parameter to dictate blend tree behavior. I'm not really clear on how UCC handles selecting blend tree animations, or if it defaults to the first animation. Do I just add a custom float parameter like normal, and then change it via an ability or something?
A related question is in regards to animator state transitions. The documentation says the states can be custom, but the parameters need to be the same, which makes sense. But after trying to work it out, I'm still not quite clear how the character controller knows to switch between the various sub state machines in the Demo controller. It looks like there are no explicit transitions defined. Is it all just handled within the Abilities?
Many thanks.
A related question is in regards to animator state transitions. The documentation says the states can be custom, but the parameters need to be the same, which makes sense. But after trying to work it out, I'm still not quite clear how the character controller knows to switch between the various sub state machines in the Demo controller. It looks like there are no explicit transitions defined. Is it all just handled within the Abilities?
Many thanks.