Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Configuring a character's Avatar and idle animation


A feature that makes Mecanim so flexible and powerful is the ability of quickly reassigning animation clips from one character to another. This is made possible through the use of Avatars, which are basically a layer between your character's original rig and the Unity's Animator system.

In this recipe, we will learn how to configure an Avatar skeleton on a rigged character.

Getting ready

For this recipe, you will need the [email protected] and Swat@rifle_aiming_idle.fbx files, which are contained inside the 1362_07_code/character_and_clips/ folder.

How to do it...

To configure an Avatar skeleton, follow these steps:

  1. Import the [email protected] and Swat@rifle_aiming_idle.fbx files to your project.

  2. Select from the Project view, the MsLaser@T-Pose model.

  3. In the Inspector view, under MsLaser@T-Pose Import Settings, activate the Rig section. Change Animation Type to Humanoid. Then, leave Avatar Definition as Create From this Model. Finally, click...