thank you the explanation and concept is the best but i would like to add some changes that i did which made the code work smooth like butter 1. remove all the things in the if statement after noOfClicks in the onClick void 2. instead of that add exit time to all the animations (entering animation and exitig animation) 3 make a var reference in onClick void like : var Attack1 = anim.getbool("hit1") 4 than add in only the second if statement where you deleted earlier : && attack1 == true 5. also remove all the setbool false from onClick and thats it. if you were having problems with animations gliching this fixed it for me and should do it for you too thank you
I followed the guide but as soon as i hit start my player goes straight to attack mode without me pressing any key??? how do i make it so it attacks when i press left click??? Id appreciate any help[ ty!
Question: does the player continue to move if there is movement input while the attack animations are playing? I'm sure this could be easily fixed, but just curious.
Can you please help,,, When using certain animation from Mixamo,,, like a sword hit that make the characer chagne position,,, when i play them in Unity, once the animation finishes the character return to the original point where the animation started rather than where the animation finished,,, and it returns almost instantly in an unlikable way,,,
Okay, so I couldn't find a way about it, i have some clues about root motion, In the Animator component, check if the "Apply Root Motion" checkbox is enabled. BTW I found out that i can just deleted the position curve on the x axis for the animation to play and at the same position
Good tutorial but a lot of fails... you don't use the cooldown... the boolean here is the worst idea possible when you have integers in the parameters and you don't explain how to modify the animations if you're stopped / walking :(
I've made a similar system but more modular and scalable. i think your doing a lot of unnecessary stuff here. eg dont use state info. The operation itself is a bit expensive on performance. on top of that your are comparing strings in "IsName" thats two expensive operations that could cause frame spike. The system does not scale. you have a bool parameter for every swing. what if you have different weapons? or more combos? In my implementation i use for loops to keep track of combo being performed and anim events to add frame specific events such as animation cancel etc. Also not sure of you have a "Click expiry timer" . lets say you have a combo of 5 and player taps button 5 times really fast you dont want ther player to get locked into that 5 move combo for whatever length of time the combo lasts for. it doesn't feel good so you need a expiry time for each button pressed . also don't use anim state transition. instead player animation from code using animator.play or animator.crossfade
@@negimox I havent optimized the code yet. i got it to work for prototyping. In a nutshell this system scales from 1 to infinity which means you can have infinite number of moves in one combo set. also you pass a string in "animation prefix" say you have equiped a hammer just make animprefix = hammer then if you have those anims in your animator the system will play that anim
hi brother, i have a problem when i press attack button and move character with W A S D at the same time, my character will attack while moving.. so i want my character to stay in place when attack, is there any way to do it?🤔🤔
@@DanCSS I've been looking for information about animation canceling but it's still not helpful in my problem, can you give another solution? I appreciate all your help😉
@@DanCSS nvm, I've found the solution and for people wanting the solution, I used this code in the player movement script: // on your player controller have a reference to your animator // and stick this code before any movement is preformed
if(anim.GetCurrentAnimatorStateInfo(0).IsName("The name of the animation, in the video the name is hit1)) { returns; } btw, thanks for making this tutorial. That's very helpful
Example if you have a float of player movement set that one = 0 lastTimeInput = Time.time; numOfInputs++; if (numOfInputs == 1) { punchC1 = true; moveSpeed = 0;
Nice tutorial, very informative and concise. I have one issue though: Is there a practical way of speeding up the button down registering? I followed the tutorial, yet I noticed the animator doesn’t register every press if you mash repeatedly or quickly (just by watching the animator tab i see it not registered every mouse,key,and/or button press). Going for a hack and slash so really want the animations to activate and move on once that button mashing sets in; I have already tried speeding up animator itself and setting “Next State” for interruption source on animation transition.
Update: while watching the animator states, I notice after one complete “cycle” (going through all animations), it gets hung up on attack 2- the parameter for attack 2 just remains checked and the input doesn’t take unless I manually uncheck “attack 2” or just wait for it to lag and resolve itself after mashing it enough times. Still looking into this…
I think the best way to do it, and I did it wrong in this video is to use animation events, you can easily set when you want the next attack to begin, even set if you need to know when your attack ends.
@@DanCSS Admittedly as a novice, I’m stuck rn. What should the function be for the animation event. I’ve been trying to reverse engineer the right function using OnClick, and also the lines of code from the update function in this vid. How should I write the function?
I can't go in depth, but what you would need to do, is have an animator parameter of type trigger and basically create a script on the gameobject the animator is on, and then activate that trigger through a public function, and then in the animation add an animation event, and then find your public function there. I can't really go much further than this in the comments but I can recommend a video tutorial: ua-cam.com/video/INJmqquHaz4/v-deo.html
@@DanCSS So I actually was at the point where I had everything you just had mentioned (animation event set up at the end, parameters were changed triggers, etc) I’m just actually confused on what the public function would be. Where I should actually be looking at in the code?
using the exact script and hit1 stays true the whole time and hit2 never actually gets changed to true, meaning it loops animation for hit1 any fix for this?
@@praisethemibbers8991 still have some issues but i found the problem which it also happened to me, names of the parameters and the animations are same here but cant be in your animator, make them all same name or check your names of parameteres and animation states and use it in script accurately.
This is not very good and hard to manage.. I recommend having a trigger per attack button (eg. if you have light & heavy attack buttons, have a separate bool for each of those). Then you can just chain states together using 'LightAttack' or 'HeavyAttack' triggers, and it will just work. Though, if you want to prevent the player from triggering a state change too early, you can lower the exit time (often undesired as it'll always prematurely cut off your animation), or keep track of a bool called 'canDoNextCombo' or sth. Then at the beginning of combo move animations, set it to false. Then somewhere halfway or whenever it makes sense to be able to do the next part of the combo, set canDoNextCombo back to true. This also requires LightAttack and HeavyAttack to become booleans, as you will need to check on their 'false' state to exit the combo chain gracefully and prevent prematurely exiting it.
brother I have a problem that when I click the animation doesn't run, what are you saying it could be :C , I need to finish my final work :C. I wait your answer.
Simples, tente con una bool que es true cuando en batalla y false cuando normal, criando una nueva blend tree para movimentación (mio español és péssimo, lo siento)
//cooldown time if (Time.time > nextFireTime) { // Check for mouse input if (Input.GetMouseButtonDown(0)) { OnClick(); // Actualizar el siguiente tiempo de disparo basado en el tiempo actual y el tiempo de enfriamiento nextFireTime = Time.time + cooldownTime; } } Cuando el tiempo actual (Time.time) es mayor que el siguiente tiempo de disparo (nextFireTime), se verifica si se ha realizado un clic del mouse (Input.GetMouseButtonDown(0)). Si es así, se llama a la función "OnClick()" y se actualiza el siguiente tiempo de disparo agregando el tiempo de enfriamiento (cooldownTime) al tiempo actual. Por lo tanto, puedes ajustar el valor de "cooldownTime" en el Inspector de Unity para cambiar el tiempo de enfriamiento entre los clics del mouse. Esto te permite controlar cuánto tiempo debe esperar el jugador antes de realizar otro golpe después de cada clic.
Straight to the point, very well explained, thank you so much
My animation stop on attack 1
Same
Same
OMG this is the best combo tutorial i learn on UA-cam, if you can, please make more video about this, very much appreciate
the cooldownTime variable is not used
That's what I thought too.
Instantly subbed. a really thoughtful and great video
fast and concise, great tutorial bro.
only plays to the first and some times second(if u spam it) animation never the third
my idle animation just stopped after I pressed the attack button once, what should I do?
With the way you are doing it, triggers would be better to use/manage instead of booleans
Fantastic! Just what I needed.
thank you the explanation and concept is the best
but i would like to add some changes that i did which made the code work smooth like butter
1. remove all the things in the if statement after noOfClicks in the onClick void
2. instead of that add exit time to all the animations (entering animation and exitig animation)
3 make a var reference in onClick void like : var Attack1 = anim.getbool("hit1")
4 than add in only the second if statement where you deleted earlier : && attack1 == true
5. also remove all the setbool false from onClick
and thats it. if you were having problems with animations gliching this fixed it for me and should do it for you too
thank you
Can you show your code? I'm a bit confused by the explanation.
Yes
MAKE SURE TO ADD EXIT TIME OF ABOUT 7 SECONDS
Void Attacks()
{
if (playerAnim. GetCurrentAnimatorStateInfo(8).normalizedTime > 0.7f && playerAnim. GetCurrentAnimatorStateInfo(0). IsName("at1")) (
playerAnim.SetBool ("att", false);
if (playerAnim.GetCurrentAnimatorStateInfo().normalizedTime > 0.7f && playerAnim.GetCurrentAnimatorStateInfo(0). IsName("at2"))
t
playerAnim.SetBool("att2", false);
if (playerAnim.GetCurrentAnimatorStateInfo().normalizedTime > 0.7f && playerAnis.GetCurrentAnimatorStateInfo(0). IsName("at3"))
playerAnim.SetBool ("att3", false); noOfClicks = 0;
if (Time.time - lastClickedTime > MaxComboDelay)
noofClicks = 0;
I
if(Time.time> nextFireTime)
if(Input. GetMouseButtonDown(0))
{
onClick();
}
if (noOfClicks == 0)
playerAnda.SetBool ("att", false); playerAnim.SetBool ("att2" false); playerAnda.SetBool ("att3" false); attack = false;
}
void onClick()
{
var atti playerAnda.GetBool ("att"); attack = true; LastClickedTime = Time.time; noofClicks++;
if(noofClicks == 1)
playerAnim.SetBool ("att", true);
noofClicks = Mathf.Clamp(noofClicks, 0, 3);
if(noofClicks >= 2 && att1 = true)
playerAnim.SetBool ("att2", true);
if (noofClicks >= 3)
playerAnim.SetBool ("att3", true);
}
@@Gamedial hope this helps
I don't understand
how did you use the cooldown time? It's never referenced?
I was just about to comment this
My animation stops on attack1
how can i fix this
How do I make the code work for a UI Button for an android mobile? The input.MouseButtonDown(0) works everywhere on the screen
I followed the guide but as soon as i hit start my player goes straight to attack mode without me pressing any key??? how do i make it so it attacks when i press left click??? Id appreciate any help[ ty!
We need more videos like this!
Question: does the player continue to move if there is movement input while the attack animations are playing? I'm sure this could be easily fixed, but just curious.
didnt have the model all i had was a bean so i don't know if i can or cant make the attack so can you make a tutorial for one without that model?
how does this work if the use clicks 10 times in half a second? Am i missing somthing or does that brick the combo?
Superb content and Thank you!!🙂
THANK YOU SOOOO MUCHHHHH IT'S HELP ME A LOT!🔥
I have a problem in the controller "missing runtime animator controller" you know how to fix this?
Good tutorial,thank you.😊
My attack keeps stopping on attack one
Can you please help,,, When using certain animation from Mixamo,,, like a sword hit that make the characer chagne position,,, when i play them in Unity, once the animation finishes the character return to the original point where the animation started rather than where the animation finished,,, and it returns almost instantly in an unlikable way,,,
Same bro, if i found something i'll tell you
Okay, so I couldn't find a way about it, i have some clues about root motion, In the Animator component, check if the "Apply Root Motion" checkbox is enabled. BTW I found out that i can just deleted the position curve on the x axis for the animation to play and at the same position
I really do appreciate it bro thanks alot 💯💯💯💯@@mezloute3501
Good tutorial but a lot of fails... you don't use the cooldown... the boolean here is the worst idea possible when you have integers in the parameters and you don't explain how to modify the animations if you're stopped / walking :(
I've made a similar system but more modular and scalable. i think your doing a lot of unnecessary stuff here. eg dont use state info. The operation itself is a bit expensive on performance. on top of that your are comparing strings in "IsName" thats two expensive operations that could cause frame spike. The system does not scale. you have a bool parameter for every swing. what if you have different weapons? or more combos? In my implementation i use for loops to keep track of combo being performed and anim events to add frame specific events such as animation cancel etc. Also not sure of you have a "Click expiry timer" . lets say you have a combo of 5 and player taps button 5 times really fast you dont want ther player to get locked into that 5 move combo for whatever length of time the combo lasts for. it doesn't feel good so you need a expiry time for each button pressed . also don't use anim state transition. instead player animation from code using animator.play or animator.crossfade
true
can you share the code your implementation of combo system?
@@negimox namespace Player_Controller.Combat
{
public class PCtrlWeaponAttack : PCtrlBase
{
protected float InputBufferTimer;
protected int heavyAttackInputBuffer;
protected int lightAttackInputBuffer;
protected bool lockOn;
protected float InputBufferTime = 0.5f;
protected float animationFadeTime = 0.2f;
protected string animationPrefix;
protected Animator animator;
protected Rigidbody rb;
protected GameObject weaponBone;
Dictionary heavyAttackCombo;
Dictionary lightAttackCombo;
void Start()
{
animationPrefix = Weapon.anim_WeaponAttackPrefix.ToString();
rb = gameObject.GetComponent();
InetializeHeavyAttackCombo();
InetializeLightAttackCombo();
animator = gameObject.GetComponent();
Weapon.Inetialize(gameObject, weaponBone);
}
// Update is called once per frame
void Update()
{
if (PStatus.isDodging || StatusIsJumping || StatusIsFalling ||
PStatus.isCastingControlLock)
{
AnimationEvent_ResetHeavyAttackCombo();
AnimationEvent_ResetLightAttackCombo();
return;
}
// light attack buffer
if (heavyAttackInputBuffer != 0 || lightAttackInputBuffer != 0)
{
if (Utilities.SimpleTimer(ref InputBufferTimer, InputBufferTime))
{
heavyAttackInputBuffer = 0;
lightAttackInputBuffer = 0;
}
}
// LIGHT ATTACK
if (lightAttackInputBuffer > 0 && heavyAttackInputBuffer == 0)
{
PStatus.isAttacking = true;
for (int i = 1; i 0 && lightAttackInputBuffer == 0)
{
PStatus.isAttacking = true;
for (int i = 1; i
@@negimox namespace Player_Controller.Combat
{
public enum AttackType
{
_LightAttack_,
_HeavyAttack_
}
public class Attack : MonoBehaviour
{
public string animation;
public bool hasStarted;
public bool hasPerformed;
public Attack(string _animation)
{
hasStarted = false;
hasPerformed = false;
animation = _animation;
}
}
}
@@negimox I havent optimized the code yet. i got it to work for prototyping. In a nutshell this system scales from 1 to infinity which means you can have infinite number of moves in one combo set. also you pass a string in "animation prefix" say you have equiped a hammer just make animprefix = hammer then if you have those anims in your animator the system will play that anim
Im subscribed instantly. Underrated
Will it work on invector character?
How did you get the left hand to follow the grip on the dominant right hand? I really like the stance with that blade.
Check out animation rigging package
hi brother, i have a problem when i press attack button and move character with W A S D at the same time, my character will attack while moving.. so i want my character to stay in place when attack, is there any way to do it?🤔🤔
Try to look up animation cancelling
@@DanCSS I've been looking for information about animation canceling but it's still not helpful in my problem, can you give another solution? I appreciate all your help😉
@@DanCSS nvm, I've found the solution and for people wanting the solution, I used this code in the player movement script:
// on your player controller have a reference to your animator
// and stick this code before any movement is preformed
if(anim.GetCurrentAnimatorStateInfo(0).IsName("The name of the animation, in the video the name is hit1))
{
returns;
}
btw, thanks for making this tutorial. That's very helpful
Example if you have a float of player movement set that one = 0
lastTimeInput = Time.time;
numOfInputs++;
if (numOfInputs == 1)
{
punchC1 = true;
moveSpeed = 0;
link for script dsnt work
where did you get the movement script, I think that mine isn't compatible with yours.
The script is no longer available please check this and reupload, Thanks.
Sure, thank you for the information. It is now fixed
@@DanCSS Thanks a lot.
@@UlisesFreitas It’s not a problem :)
Nice tutorial, very informative and concise. I have one issue though: Is there a practical way of speeding up the button down registering? I followed the tutorial, yet I noticed the animator doesn’t register every press if you mash repeatedly or quickly (just by watching the animator tab i see it not registered every mouse,key,and/or button press). Going for a hack and slash so really want the animations to activate and move on once that button mashing sets in; I have already tried speeding up animator itself and setting “Next State” for interruption source on animation transition.
Update: while watching the animator states, I notice after one complete “cycle” (going through all animations), it gets hung up on attack 2- the parameter for attack 2 just remains checked and the input doesn’t take unless I manually uncheck “attack 2” or just wait for it to lag and resolve itself after mashing it enough times. Still looking into this…
I think the best way to do it, and I did it wrong in this video is to use animation events, you can easily set when you want the next attack to begin, even set if you need to know when your attack ends.
@@DanCSS Admittedly as a novice, I’m stuck rn. What should the function be for the animation event. I’ve been trying to reverse engineer the right function using OnClick, and also the lines of code from the update function in this vid. How should I write the function?
I can't go in depth, but what you would need to do, is have an animator parameter of type trigger and basically create a script on the gameobject the animator is on, and then activate that trigger through a public function, and then in the animation add an animation event, and then find your public function there. I can't really go much further than this in the comments but I can recommend a video tutorial: ua-cam.com/video/INJmqquHaz4/v-deo.html
@@DanCSS So I actually was at the point where I had everything you just had mentioned (animation event set up at the end, parameters were changed triggers, etc) I’m just actually confused on what the public function would be. Where I should actually be looking at in the code?
You're a lifesaver!
thank you. it's so useful
for some odd reason my first animation makes my character fall to the ground
and, what is the purpose of variable cool down time?
It’s something that I deleted so it accidentally stayed in, sorry
using the exact script and hit1 stays true the whole time and hit2 never actually gets changed to true, meaning it loops animation for hit1 any fix for this?
having same issue
@@praisethemibbers8991 still have some issues but i found the problem which it also happened to me, names of the parameters and the animations are same here but cant be in your animator, make them all same name or check your names of parameteres and animation states and use it in script accurately.
it didnt work
and we didn't even used the coolTime in the script
Awesome way to have an attack system.
imma rebuild the mongol empire with this one in unity
adamsın sen i love it man
How could I make my character walk slower as soon as I hit?
you can either use Rigidbody constraints to freeze position or either slow down by minimzing movement or velocity
This is not very good and hard to manage..
I recommend having a trigger per attack button (eg. if you have light & heavy attack buttons, have a separate bool for each of those).
Then you can just chain states together using 'LightAttack' or 'HeavyAttack' triggers, and it will just work.
Though, if you want to prevent the player from triggering a state change too early, you can lower the exit time (often undesired as it'll always prematurely cut off your animation), or keep track of a bool called 'canDoNextCombo' or sth. Then at the beginning of combo move animations, set it to false. Then somewhere halfway or whenever it makes sense to be able to do the next part of the combo, set canDoNextCombo back to true. This also requires LightAttack and HeavyAttack to become booleans, as you will need to check on their 'false' state to exit the combo chain gracefully and prevent prematurely exiting it.
Can u ggive me an example how u gonna start it and how u gonna end it with?
does this work for 2d?
brother I have a problem that when I click the animation doesn't run, what are you saying it could be :C , I need to finish my final work :C.
I wait your answer.
its me from an alt account, did you check the ld credentials?
Muchas gracias bro!
Was this motion captured by my Dad? 🤣🤣🤣🤣
my guy just falls into the ground lmao
Hice lo que dijiste, no tengo errores con el scrip y las animaciones pero solo lanza un solo ataque xD
Una pregunta, ¿Cómo podría hacer para pasa de una pose normal a una pose de batalla?
Simples, tente con una bool que es true cuando en batalla y false cuando normal, criando una nueva blend tree para movimentación (mio español és péssimo, lo siento)
@@gabrielpetersen3434 Muchísimas gracias bro jajajaja ❤️
Awesome tutorial. Any chance you could make it in 2D?
That is an amazing idea actually. I’ll do it
Awesome!! Subscribed btw!! Keep up the great work great content!! And thanks again looking forward to it! 😁
UP! is there a tutorial yet?
i love u bro😭😭😭😭😭😭😭😭😭😭
We need tutorial about interaction fight animation between two characters like assassin's creed and shadow fight and mortal kombat
I’ll try to make it. Thanks for the feedback!
My man~
Very classy very business-like until he said you can hit some dope ass combos HAHAHA SUB
Thank you
I wat the model
YOU DONT USE COOL DOWN TİME BRO WTF????
//cooldown time
if (Time.time > nextFireTime)
{
// Check for mouse input
if (Input.GetMouseButtonDown(0))
{
OnClick();
// Actualizar el siguiente tiempo de disparo basado en el tiempo actual y el tiempo de enfriamiento
nextFireTime = Time.time + cooldownTime;
}
}
Cuando el tiempo actual (Time.time) es mayor que el siguiente tiempo de disparo (nextFireTime), se verifica si se ha realizado un clic del mouse (Input.GetMouseButtonDown(0)). Si es así, se llama a la función "OnClick()" y se actualiza el siguiente tiempo de disparo agregando el tiempo de enfriamiento (cooldownTime) al tiempo actual.
Por lo tanto, puedes ajustar el valor de "cooldownTime" en el Inspector de Unity para cambiar el tiempo de enfriamiento entre los clics del mouse. Esto te permite controlar cuánto tiempo debe esperar el jugador antes de realizar otro golpe después de cada clic.
Thanks
Great
Make more tutorials please
I will :D
Is this software development?
why 60fps for tutorials=(((