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The Dodge animation will also work for other hit detection mechanisms. For instance, you can manually check the range and attack angle in the Attack event using the Vector3.Distance() and Vector3.Angle() methods. You can also use a Rigidbody component on the sword and check its collisions with the void OnCollisionEnter(Collision collision) method. In both cases, our Dodge move will work just fine. It will also work for bullets that use collisions to determine hits (for example, arrows).

You can use the same concept for other actions: dashes, combos, and some crazy melee attacks that use root translation and/or rotation (for instance, jump attacks). Root motion is a very powerful tool for combat design. Try experimenting with your own animation ideas to create interesting moves and actions.

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