How To Make a Combo System in Unity in Less than 7 Minutes

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 130

  • @LORD---BrazilianSoldier
    @LORD---BrazilianSoldier 2 роки тому +25

    Straight to the point, very well explained, thank you so much

  • @renzellelaurenceapolinario7925
    @renzellelaurenceapolinario7925 3 роки тому +35

    My animation stop on attack 1

  • @vietanhnguyen1415
    @vietanhnguyen1415 2 роки тому +14

    OMG this is the best combo tutorial i learn on UA-cam, if you can, please make more video about this, very much appreciate

  • @XadegamerOfficial
    @XadegamerOfficial 3 роки тому +7

    the cooldownTime variable is not used

    • @reibisco
      @reibisco 2 роки тому

      That's what I thought too.

  • @stylie473joker5
    @stylie473joker5 2 роки тому +11

    Instantly subbed. a really thoughtful and great video

  • @misakidev1366
    @misakidev1366 2 роки тому +9

    fast and concise, great tutorial bro.

  • @thunderhawk4592
    @thunderhawk4592 3 роки тому +10

    only plays to the first and some times second(if u spam it) animation never the third

  • @lazyonii-chan3885
    @lazyonii-chan3885 Рік тому +3

    my idle animation just stopped after I pressed the attack button once, what should I do?

  • @NameUnknown-
    @NameUnknown- 3 роки тому +15

    With the way you are doing it, triggers would be better to use/manage instead of booleans

  • @Timtowtdi-oop
    @Timtowtdi-oop 2 роки тому +5

    Fantastic! Just what I needed.

  • @crankyastrologer96
    @crankyastrologer96 Рік тому +7

    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

    • @Gamedial
      @Gamedial Рік тому +2

      Can you show your code? I'm a bit confused by the explanation.

    • @crankyastrologer96
      @crankyastrologer96 Рік тому

      Yes

    • @crankyastrologer96
      @crankyastrologer96 Рік тому

      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);
      }

    • @crankyastrologer96
      @crankyastrologer96 Рік тому

      @@Gamedial hope this helps

    • @klayver4068
      @klayver4068 Рік тому

      I don't understand

  • @VayoDev
    @VayoDev 3 місяці тому +1

    how did you use the cooldown time? It's never referenced?

  • @seoresoyannwo7545
    @seoresoyannwo7545 2 місяці тому

    My animation stops on attack1
    how can i fix this

  • @Tamar_Dev
    @Tamar_Dev 2 роки тому +1

    How do I make the code work for a UI Button for an android mobile? The input.MouseButtonDown(0) works everywhere on the screen

  • @angelkaki5707
    @angelkaki5707 Рік тому

    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!

  • @bellocktx5800
    @bellocktx5800 3 роки тому +1

    We need more videos like this!

  • @lanefaulhaber875
    @lanefaulhaber875 Рік тому

    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.

  • @funiprofrfr
    @funiprofrfr Рік тому

    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?

  • @Xeratas
    @Xeratas Рік тому

    how does this work if the use clicks 10 times in half a second? Am i missing somthing or does that brick the combo?

  • @mygamedevjourney5290
    @mygamedevjourney5290 3 роки тому +2

    Superb content and Thank you!!🙂

  • @berliananurien3754
    @berliananurien3754 7 місяців тому

    THANK YOU SOOOO MUCHHHHH IT'S HELP ME A LOT!🔥

  • @alexandresbolanosparker6093

    I have a problem in the controller "missing runtime animator controller" you know how to fix this?

  • @a1980125
    @a1980125 2 роки тому +3

    Good tutorial,thank you.😊

  • @filteredlava
    @filteredlava 4 місяці тому

    My attack keeps stopping on attack one

  • @barax9462
    @barax9462 2 роки тому +1

    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,,,

    • @mezloute3501
      @mezloute3501 Рік тому +1

      Same bro, if i found something i'll tell you

    • @mezloute3501
      @mezloute3501 Рік тому +1

      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

    • @barax9462
      @barax9462 Рік тому

      I really do appreciate it bro thanks alot 💯💯💯💯​@@mezloute3501

  • @defifire9980
    @defifire9980 3 роки тому +17

    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 :(

  • @pewpew518
    @pewpew518 3 роки тому +7

    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

    • @Mikelica69
      @Mikelica69 3 роки тому

      true

    • @negimox
      @negimox 3 роки тому +1

      can you share the code your implementation of combo system?

    • @pewpew518
      @pewpew518 3 роки тому +2

      @@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

    • @pewpew518
      @pewpew518 3 роки тому +2

      @@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;
      }
      }
      }

    • @pewpew518
      @pewpew518 3 роки тому +1

      @@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

  • @nuricemregumus6136
    @nuricemregumus6136 2 роки тому

    Im subscribed instantly. Underrated

  • @anussqadeer3181
    @anussqadeer3181 Рік тому

    Will it work on invector character?

  • @Joe_334
    @Joe_334 Рік тому

    How did you get the left hand to follow the grip on the dominant right hand? I really like the stance with that blade.

    • @DanCSS
      @DanCSS  Рік тому

      Check out animation rigging package

  • @hendryanlim4923
    @hendryanlim4923 2 роки тому +1

    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
      @DanCSS  2 роки тому +1

      Try to look up animation cancelling

    • @hendryanlim4923
      @hendryanlim4923 2 роки тому

      @@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😉

    • @hendryanlim4923
      @hendryanlim4923 2 роки тому +1

      @@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

    • @raphaelguitarx5931
      @raphaelguitarx5931 Рік тому

      Example if you have a float of player movement set that one = 0
      lastTimeInput = Time.time;
      numOfInputs++;
      if (numOfInputs == 1)
      {
      punchC1 = true;
      moveSpeed = 0;

  • @bonse2000
    @bonse2000 Рік тому

    link for script dsnt work

  • @DanUAPas
    @DanUAPas 2 роки тому

    where did you get the movement script, I think that mine isn't compatible with yours.

  • @UlisesFreitas
    @UlisesFreitas 3 роки тому +3

    The script is no longer available please check this and reupload, Thanks.

    • @DanCSS
      @DanCSS  3 роки тому +2

      Sure, thank you for the information. It is now fixed

    • @UlisesFreitas
      @UlisesFreitas 3 роки тому +2

      @@DanCSS Thanks a lot.

    • @DanCSS
      @DanCSS  3 роки тому +1

      @@UlisesFreitas It’s not a problem :)

  • @christopherball835
    @christopherball835 2 роки тому +1

    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.

    • @christopherball835
      @christopherball835 2 роки тому +1

      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…

    • @DanCSS
      @DanCSS  2 роки тому +1

      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.

    • @christopherball835
      @christopherball835 2 роки тому

      @@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?

    • @DanCSS
      @DanCSS  2 роки тому

      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

    • @christopherball835
      @christopherball835 2 роки тому

      @@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?

  • @minedantaken1684
    @minedantaken1684 3 роки тому

    You're a lifesaver!

  • @부산-j5j
    @부산-j5j Рік тому

    thank you. it's so useful

  • @Aaron-pb2bf
    @Aaron-pb2bf 2 роки тому

    for some odd reason my first animation makes my character fall to the ground

  • @tanjiro9695
    @tanjiro9695 2 роки тому

    and, what is the purpose of variable cool down time?

    • @DanCSS
      @DanCSS  2 роки тому +1

      It’s something that I deleted so it accidentally stayed in, sorry

  • @archieharrap5901
    @archieharrap5901 2 роки тому

    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
      @praisethemibbers8991 2 роки тому +1

      having same issue

    • @emretasdemiir
      @emretasdemiir Рік тому

      @@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.

  • @ettiolayinka6262
    @ettiolayinka6262 Рік тому +1

    it didnt work
    and we didn't even used the coolTime in the script

  • @OmeedNOuhadi
    @OmeedNOuhadi 2 роки тому

    Awesome way to have an attack system.

  • @__Rizzler__
    @__Rizzler__ 7 місяців тому +1

    imma rebuild the mongol empire with this one in unity

  • @berkcanimdat
    @berkcanimdat Рік тому

    adamsın sen i love it man

  • @jgstrinca
    @jgstrinca 2 роки тому

    How could I make my character walk slower as soon as I hit?

    • @ashhalidrees7525
      @ashhalidrees7525 Рік тому

      you can either use Rigidbody constraints to freeze position or either slow down by minimzing movement or velocity

  • @LiamSwiftTheDog
    @LiamSwiftTheDog 2 роки тому +4

    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.

    • @generos1172
      @generos1172 Рік тому

      Can u ggive me an example how u gonna start it and how u gonna end it with?

  • @glowraptor5228
    @glowraptor5228 4 місяці тому

    does this work for 2d?

  • @tahercaballero7584
    @tahercaballero7584 2 роки тому

    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.

    • @gamingmaster6377
      @gamingmaster6377 2 роки тому

      its me from an alt account, did you check the ld credentials?

  • @supernoobr.d7880
    @supernoobr.d7880 2 роки тому +1

    Muchas gracias bro!

  • @LowLevelLemmy
    @LowLevelLemmy Рік тому +1

    Was this motion captured by my Dad? 🤣🤣🤣🤣

  • @jred7333
    @jred7333 Рік тому

    my guy just falls into the ground lmao

  • @supernoobr.d7880
    @supernoobr.d7880 2 роки тому +1

    Hice lo que dijiste, no tengo errores con el scrip y las animaciones pero solo lanza un solo ataque xD

  • @supernoobr.d7880
    @supernoobr.d7880 2 роки тому

    Una pregunta, ¿Cómo podría hacer para pasa de una pose normal a una pose de batalla?

    • @gabrielpetersen3434
      @gabrielpetersen3434 2 роки тому +1

      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)

    • @supernoobr.d7880
      @supernoobr.d7880 2 роки тому

      @@gabrielpetersen3434 Muchísimas gracias bro jajajaja ❤️

  • @frankypappa
    @frankypappa 2 роки тому +2

    Awesome tutorial. Any chance you could make it in 2D?

    • @DanCSS
      @DanCSS  2 роки тому +4

      That is an amazing idea actually. I’ll do it

    • @frankypappa
      @frankypappa 2 роки тому

      Awesome!! Subscribed btw!! Keep up the great work great content!! And thanks again looking forward to it! 😁

    • @neowb8495
      @neowb8495 2 роки тому

      UP! is there a tutorial yet?

  • @Johnnys_Manager
    @Johnnys_Manager Місяць тому

    i love u bro😭😭😭😭😭😭😭😭😭😭

  • @AaaAaa-lt6uy
    @AaaAaa-lt6uy 3 роки тому +1

    We need tutorial about interaction fight animation between two characters like assassin's creed and shadow fight and mortal kombat

    • @DanCSS
      @DanCSS  3 роки тому +1

      I’ll try to make it. Thanks for the feedback!

  • @Damian_DH
    @Damian_DH Рік тому

    My man~

  • @what-err0rs
    @what-err0rs 2 місяці тому

    Very classy very business-like until he said you can hit some dope ass combos HAHAHA SUB

  • @__MEETTEJANI
    @__MEETTEJANI Рік тому

    Thank you

  • @AlfieGames2015
    @AlfieGames2015 10 місяців тому

    I wat the model

  • @enescubuk3312
    @enescubuk3312 2 роки тому +3

    YOU DONT USE COOL DOWN TİME BRO WTF????

    • @GCTechReview
      @GCTechReview Рік тому +1

      //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.

  • @mcsyf
    @mcsyf 2 роки тому

    Thanks

  • @rafarodriguez4765
    @rafarodriguez4765 2 роки тому

    Great

  • @ps5games821
    @ps5games821 3 роки тому

    Make more tutorials please

  • @collinsokoye6352
    @collinsokoye6352 11 місяців тому

    Is this software development?

  • @SlothHuntOnYou
    @SlothHuntOnYou 9 місяців тому

    why 60fps for tutorials=(((