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setting ai animation?

Discussion in 'Scripting' started by simplicitygs, Jul 26, 2014.

  1. simplicitygs

    simplicitygs

    Joined:
    May 14, 2014
    Posts:
    9
    How would you go about setting the animation of an ai? For example, running, idle etc. animation.Player(); does not seem to work for me?
     
  2. SubZeroGaming

    SubZeroGaming

    Joined:
    Mar 4, 2013
    Posts:
    1,008
    Assuming you're using legacy,

    You'll need to access the animation component and then type:

    animation.Play("animation name");
     
  3. Sykoo

    Sykoo

    Joined:
    Jul 25, 2014
    Posts:
    1,394
    Do you only need animation playing part of the script or also AI movement?

    Code (JavaScript):
    1. function Update(){
    2.        animation.Play("AnimationName");
    3. }
     
  4. Zackhanzo

    Zackhanzo

    Joined:
    Jun 5, 2014
    Posts:
    65
    And if you are using mecanim just use variable of the type Animator, get the components of Animator on the script. And then just

    nameOfAnimatorValue.SetBool/Float...("nameOfTheVariableOnTheAnimator",true(bool)/false(bool) or floatnumber(float))

    something like this.

    animator.SetBool("Shoot",true); animador.SetBool("Shoot",false);
     
  5. SubZeroGaming

    SubZeroGaming

    Joined:
    Mar 4, 2013
    Posts:
    1,008

    Don't do it this way.

    This is performance heavy.

    You can do it through start.

    void Start()
    {
    animaion["CLIPNAME"].wrapmode = WrapMode.loop;
    animation.play("ClipNAME");
    }