This asset will not be able to handle 3D. There are lots of 3D fighting engines, but very little in the realm of 2D, and almost nothing for Unity. This makes the system much lighter than creating and destroying multiple boxes per frame. Each hitbox is pulled from a pool, used, and then placed back in that pool for that character. Hitboxes use object pooling instead of instantiate. Though you won't need that many since you can rotate the hit boxes. You can have an unlimited number of boxes per frame. This tool allows you to setup your animations, specify how many boxes each frame has, and then easily and visually place them on the character for each frame. You have an Animation array, each "animation" in the array has a Frame array, each "frame" has a Box array. It's more of an old-school approach to handling 2D animation. It totally bypasses the Unity animation system for 2D. Then you need to pull up Physics2D and make sure that "Box" only interacts with "Box"įlat Fighter 2D is a solution for 2D hitboxes/hurtboxes and adds the ability to get/set the current frame of animation. The project here already has this implemented, but if you're just copying the FlatFighter folder over to a new project, you need to setup a layer called "Box" and assign it to FF_Box prefab. Allot.)Īlways see latest update link in second post.FIX:
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