Unity Animator Override Controller for Beginners

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Learn how to use a very powerful Unity feature called Animator Override Controllers. This will allow you to create one Animator that can be used on several different objects in your game with unique animations for each one.

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I hope this video helps a bit, there are a lot of uses for Animator Overrides that can save a ton of time. Please leave any feedback on the video or suggestions for the future and I will see what I can do. Thanks for watching.

MetalStormGames
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After making a dozen animator controllers that were identical (and having to edit them all manually every time I wanted to make a change something, or add a state) I felt like there HAD to be an easier way to do it. This video gave me that easier way. Absolutely perfect, thank you!

alrightmarty
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Thanks man I been looking everywhere for this, didn't know this existed but knew it was needed to handle prefab variant animations without changing every animation.

typhereus
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This was very helpful. Loved the commentary throughout. Simple and easy to follow.

I'm working on adding multiple weapons to my player and was trying to figure out the best way to implement switching animations based on the weapon equipped. I think this is a good start.

MrAggie
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OMG!!! Thank you sooo much for this! I was about to create a new animator controller for all of the characters in my 2D Game! This was exactly what I needed and will save me a ton of time! :)

cretivemediavault
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I have been learning RPG enemies attack, and this video really helps a lot for designing different Animations for the same type Enemies

fred
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Thank you for such clear step-by-step tutorial! Gool luck!

raploky
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Oh my god. I have been using Overriders incorrectly! I have multiple body parts of player all with frame animations to customize each part with equipment. Anyways, that's besides the point. For each body part I've been duplicating each controller, but still using Overriders to change anims. I didn't know that Overriders is pretty much a duplicate of Controllers but changes to the main controller would affect the Overriders too. All this time, every time I update the states, I duplicate the main controller OUTSIDE OF UNITY and reattaches EVERYTHING to each parts. IT WAS HELL HAHA. Thank you for this video!

reendevelops
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You know I can't believe I never knew about this! I've seen it for years but never made the connection or had to use it. Now I know what it does, I can use this to easily handle animations for my fighting characters since all of their animation or moves are the same name, but different sprites like Light Punch, Strong Punch, etc. I also assume this works for 2d animations as well?

kristophsams
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Thank god i listened to my instinct and googled my way here...was literally about to copy paste my controllers and manually change each one's 10 animations states which would've possibly made me lose hope in that huge amount of effort.

OneManArmyStudios
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This was so fucking helpful, thank you !

PearlyFostter
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Thank you for the tutorial! I will use this for my youtube channel! 🌳🌳🌳🌳🌳🌳🌳

seventyforest
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Is there a way to assign customized animation events in each of the animation when we slot them into the override controller or does it forces you to use the animation events from the base animator? This is because if you have animation events for attack states, but for different attack animations with different timings, the timing of animation events must be changed to match the override animation.

Ermelious
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You're a legend! I'm thinking this could also be used if your character is sprite based and has a lot of weapons/attacks.
Could/would you clone the controller and populate the clips (like Running, Jumping, StandingAttack, JumpingAttack etc) with the specific animations for each weapon/attack. So the game just calls StandingAttack animation and when the fire sword is equipped (and therefore that character's 'fire weapon' AnimatorOverride is used), it plays the appropriate animation.
I haven't tested, it feels like it should work; does anyone know???
edit:
Just tested and holy crap nuggets it looks like it works O_O
FYI, I'm using the controller as a holder and player of the animations and my own state machine for when to play them ;-)

JohnnyThousand
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i know i have nathing to do the touria but what all this plus and arrow upper right corner for each icon ?

watercat
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Here is a question: when you change an animation on the BASE controller, an animation on the OVERRIDE controller won't change, even if you never overrode it. How do you overcome this abysmal limitation?

maya_gameworks
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I can't hear you even with my sound at max volume

dongeronimoI