Book Image

Unity Animation Essentials

By : Alan Thorn
Book Image

Unity Animation Essentials

By: Alan Thorn

Overview of this book

Table of Contents (14 chapters)
Unity Animation Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


This chapter covered both the native Unity Animation window for developing in-game animations within Unity, and particle systems for creating animations with many moving parts. The Animation Editor produces the Animation Clip data, which defines a set of key frames plotting change over time, and these are compatible (as we'll see later) with the Mecanim System. Particle Systems, by contrast, are entirely procedural and do not save their animation data to key frames. Rather, animation is created dynamically within those systems at runtime, based on graph-based input specified using the Shuriken Editor in the Object Inspector. This allows particle systems to display an impressive degree of flexibility. In the next chapter, we'll explore Mecanim further, looking at various Mecanim-based animations that don't involve humanoid characters.