Question, I see many tutorials of opening doors. However this with animations don't explain that or how to do this door as a prefab with the animation. You didn't tell that if you use this as a prefab, imagine that you have 15 / 20 equal doors to open, the animation will not work because it will trigger the original Transform parameters when you record the animation. Right?
I'm currently trying to do this, but I keep getting a warning message in my console that says "Animation controller is not valid, animations will not be used". Did you encounter this at all? I can't figure out why it would be invalid.
Great video, great video ;)
Thanks! I need to stop making door videos... but I just wanted to do one more!
ha! just moved your channel to the cooking bookmarks tab… but looks like it’s time to move it back to gamedev tab :)
How quickly my shrimp mind changes!!! 🍤 🧠
Thank you! this is exactly the tutorial i needed!
Hey guys he forgot to do it:
change _doorAnimator.SetTrigger("Close") to _doorAnimator.SetTrigger("Closed")
Hope I saved you some time!
Question, I see many tutorials of opening doors. However this with animations don't explain that or how to do this door as a prefab with the animation. You didn't tell that if you use this as a prefab, imagine that you have 15 / 20 equal doors to open, the animation will not work because it will trigger the original Transform parameters when you record the animation. Right?
you the best!
I have a problem, It works perfectly in the Unity Game scene but when i build the App It doesnt and i dont know why
what ahppened if the player enters to area and exit inmediatly...the door is open and close at the same time...how can I fix it ? thanls
thx
You're the most welcome that a shrimp can welcome someone 🍤
Yay
I'm currently trying to do this, but I keep getting a warning message in my console that says "Animation controller is not valid, animations will not be used". Did you encounter this at all? I can't figure out why it would be invalid.
Works for the "Player Object" but not for the actual players in the instance how do i make that work?
The TriggerEvent looks for Colliders with a "Player" tag on them, make sure your player is tagged as "Player" I think
there is a massive bug in this. The door will bug and stay open, making you restart the scene in order to fix
I found the Bug.
change _doorAnimator.SetTrigger("Close") to _doorAnimator.SetTrigger("Closed")
@@alien7383 sounds right. I ended up switching to bools bc triggersets tend to be finicky