Hopefully the attached images will illustrate my issue and set up.
I've gone through the 2d game tutorial and everything works fine. When I click the tutorial character, everything works as expected.
**When I attempt the same set up, there's movement when I click but no animation.
**
It's like it's not even seeing the Standard 2D Animations
The following images show my setup as followed in the 2d Game tutorial. As far as I can tell, the settings are the same.
The game is a sidescroller with movement restricted to X axis, left and right.
Prefab character created through the AC-Editor-Character Wizard
Movement wise, I only have an Idle and Run
Experimenting with naming the nodes the same as the animation. I didn't matter.
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Welcome to the community, @matttardiff.
There's a few things I'm seeing:
A couple more things of note:
The correct nodes are hooked up in the Animator and pointing at the animations with the right name Idle Run_R . Basically I tack on _R or _L, whichever it asks for.
I haven't tried the Player: Constrain Action yet. I'll have to go back through the tutorial to learn how to set up an Action.
I also enter the Lulu Run in the both walk and run field.
And, when I put the Lulu Run in all three fields, it'll still play the Idle animation coming straight from the Animator. As if this isn't firing at all. But when I change the value Walk Speed Scale, the character refuses to move on click.
Solved I think
I had to recreate the Idle and Run animation nodes. Renaming them wasn't good enough. I made the animations out of the sprites and now I've got something working.
Well the animation won't stop. It keeps running when the character comes to a stop. I'll dive into the docs to see if I can figure it out.
I see you also have your "Walk speed scale" set to zero.
Try setting that to match the run speed. If you don't ever want him to appear walking, then assigning your run values when he's technically walking shouldn't be a problem.
Thanks for the help so far.
As far as the animation not stopping.
When I switch the movement to Drag or DIrect, the animation starts and stops as expected. When the player reaches the point where I release, it goes from run to idle.
But, when I use Point and Click or Straight to Cursor, which is what I want to use, the animation never goes from run back to idle.
With Direct/Drag
With Point and Click/Straight to Cursor
I notice that you have two Brain controllers. Brain2D and Brain2D SpritesUnityComplex.
The Brain2D SpritesUnityComplex nodes look closer to mine but I'm using Sprites Unity instead of Sprites Unity Complex. And looking at the nodes in the later, I see a transition from Idle to Walk and back to Idle.
The transitions are based on the Float condition created in the Animator parameter.
When applied to the transition it's using a greater/less than .1
But, when I try to copy the transitions, my character freaks out.
I tried the possible solution of setting the facing directions to four and duplicating the 2 animations, Lulu Idle_R and Lulu Run_R . No good though, the animation still continues
Ok, so here is what works so far.
Straight to Cursor
Point and Click
If you want to make use of parameters and transitions for animation playback, you'll need to switch to "Sprites Unity Complex" mode. "Sprites Unity" will conflict with transitions if they exist, because it works by playing animations directly by name.
Using parameters and transitions to play animations is actually Unity better-practice. You haven't said if you followed my suggestion re: assigning the run animation name in your walk field / non-zero walk value, but switching to Sprites Unity Complex may be the better choice anyway.
See the Manual's "Character animation (Sprites Unity Complex)" chapter for more on this, but if you're really stuck you may also PM me a .unitypackage for me to look at. This will need to include your Managers, the Player prefab, and all associated Player assets (sprites, animations, animator controller).