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Using the LookAt() method to aim
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Using the LookAt() method to aim
by Maciej Szcześnik
Unity 5.x Animation Cookbook
Title Page
Copyright
Unity 5.x Animation Cookbook
Credits
About the Author
About the Reviewer
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Preface
What this book covers
What you need for this book
Who this book is for
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book 
Errata
Piracy
Questions
Working with Animations
Introduction
Importing skeletal animations
Getting ready
How to do it...
How it works...
There's more...
Configuring generic and humanoid rigs
Getting ready
How to do it...
How it works...
There's more...
Creating and assigning an Animator Controller
Getting ready
How to do it...
How it works...
See also
Creating animation transitions in Animator Controller
Getting ready
How to do it...
How it works...
There's more...
Using parameters to control the animation flow
Getting ready
How to do it...
How it works...
There's more...
Using animations from multiple assets
Getting ready
How to do it...
How it works...
Looping, mirroring and offsetting the animations
Getting ready
How to do it...
How it works...
There's more...
Adjusting the playback speed of animations
Getting ready
How to do it...
How it works...
There's more...
Using override animator controllers to animate different types of characters
Getting ready
How to do it...
How it works...
Importing object animation from a 3D package
Getting ready
How to do it...
How it works...
Working with the Animation View
Introduction
Using the Animation View to create a flickering light
Getting ready
How to do it...
How it works...
There's more...
Blending light colors with the Animation View and the Animator Controller
Getting ready
How to do it...
How it works...
Animating an object's world position - creating a moving platform
Getting ready
How to do it...
How it works...
There's more...
Animating object's local position - creating automatic doors
Getting ready
How to do it...
How it works...
See also
Using the Hierarchy to animate local rotation - creating an orbiting planet
Getting ready
How to do it...
How it works...
There's more...
Animating triggers - creating a death trap
Getting ready
How to do it...
How it works...
There's more...
Creating an elevator triggered by player input
Getting ready
How to do it...
How it works...
There's more...
2D and User Interface Animation
Introduction
Exporting a 2D sprite animation from a 3D package
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a frame-by-frame sprite animation with the Animation View
Getting ready
How to do it...
How it works...
Creating a 2D sprite doll animation with the Animation View
Getting ready
How to do it...
How it works...
Using the Animator Controller to play sprite animations
Getting ready
How to do it...
How it works...
There's more...
Creating a fade out - fade in transition with the Animation View
Getting ready
How to do it...
How it works...
Creating a swipe transition with the Animation View
Getting ready
How to do it...
How it works...
Using filled images for creating animated progress bars
Getting ready
How to do it...
How it works...
There's more...
Using Mecanim states for animating UI button states
Getting ready
How to do it...
How it works...
There's more...
Character Movement
Introduction
Using Blend Trees to blend walk and run animations
Getting ready
How to do it...
How it works...
There's more...
Using root motion to drive Rigid Body characters' movement with animations
Getting ready
How to do it...
How it works...
There's more...
Using root motion to steer a character
Getting ready
How to do it...
How it works...
Using animations for better looking transitions
Getting ready
How to do it...
How it works...
There's more...
Using root motion for a 180 degrees turn
Getting ready
How to do it...
How it works...
There's more...
Making a character jump with 3-phase animation
Getting ready
How to do it...
How it works...
There's more...
Using root motion to drive a NavMesh Agents' movement with animations
Getting ready
How to do it...
How it works...
There's more...
Using triggers to grab an edge while jumping
Getting ready
How to do it...
How it works...
Changing the character's collision while crouching
Getting ready
How to do it...
How it works...
There's more...
Adding animation to off-mesh links
Getting ready
How to do it...
How it works...
There's more...
Using root motion for climbing
Getting ready
How to do it...
How it works...
There's more...
Using root motion to create flying characters
Getting ready
How to do it...
How it works...
There's more...
Character Actions and Expressions
Introduction
Creating an appear or a disappear animation
Getting ready
How to do it...
How it works...
There's more...
Creating background characters and critters with animation-driven behavior
Getting ready
How to do it...
How it works...
There's more...
Using Blend Trees to create randomized actions
Getting ready
How to do it...
How it works...
There's more...
Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze
Getting ready
How to do it...
How it works...
There's more...
Action Points - performing an action in a specified spot
Getting ready
How to do it...
How it works...
There's more...
Synchronizing an animation with objects in the scene
Getting ready
How to do it...
How it works...
There's more...
Using IK for interacting with scene objects
Getting ready
How to do it...
How it works...
See also
Animating facial expressions with Blend Shapes
Getting ready
How to do it...
How it works...
There's more...
Handling Combat
Introduction
Using Sub-State Machines in Animator Controller
Getting ready
How to do it...
How it works...
There's more...
Using Animation Events to trigger script functions
Getting ready
How to do it...
How it works...
There's more...
Using transitions from Any State to play hit reactions
Getting ready
How to do it...
How it works...
Using root motion to create a dodge move
Getting ready
How to do it...
How it works...
There's more...
Checking what Animator state is currently active to disable or enable player actions
Getting ready
How to do it...
How it works...
There's more...
Using Animation Events to draw a weapon
Getting ready
How to do it...
How it works...
Using Avatar Masks and animator controller layers to walk and aim
Getting ready
How to do it...
How it works...
There's more...
Using the LookAt() method to aim
Getting ready
How to do it...
How it works...
There's more...
Using Blend Trees to aim
Getting ready
How to do it...
How it works...
There's more...
Detecting the hit location on a character
Getting ready
How to do it...
How it works...
There's more...
Special Effects
Introduction
Using Animation Events to trigger sound and visual effects
Getting ready
How to do it...
How it works...
There's more...
Creating camera shakes with the Animation View and the Animator Controller
Getting ready
How to do it...
How it works...
There's more...
Using the Animation View to animate public script variables
Getting ready
How to do it...
How it works...
Using additive Mecanim layers to add extra motion to a character
Getting ready
How to do it...
How it works...
Using Blend Shapes to morph an object into another one
Getting ready
How to do it...
How it works...
Using wind emitters to create motion for foliage and particle systems
Getting ready
How to do it...
How it works...
Using sprite sheets to animate particles
Getting ready
How to do it...
How it works...
Animating properties of a particle system with the Animation View
Getting ready
How to do it...
How it works...
Using waveform of a sound clip to animate objects in the scene
Getting ready
How to do it...
How it works...
See also
Creating a day and night cycle with the Animation View
Getting ready
How to do it...
How it works...
There's more...
Animating Cutscenes
Introduction
Using the Animation View to animate the camera
Getting ready
How to do it...
How it works...
There's more...
Changing cameras with animation
Getting ready
How to do it...
How it works...
Synchronizing animation of multiple objects
Getting ready
How to do it...
How it works...
There's more...
Importing a whole cutscene from a 3D package
Getting ready
How to do it...
How it works...
There's more...
Synchronizing subtitles
Getting ready
How to do it...
How it works...
Using root motion to play cutscenes in gameplay
Getting ready
How to do it...
How it works...
Physics and Animations
Introduction
Using cloth
Getting ready
How to do it...
How it works...
There's more...
Using rigid body joints
Getting ready
How to do it...
How it works...
Destructible objects
Getting ready
How to do it...
How it works...
Creating a humanoid ragdoll with the ragdoll wizard
Getting ready
How to do it...
How it works...
Creating a generic ragdoll with character joints
Getting ready
How to do it...
How it works...
Applying force to a ragdoll
Getting ready
How to do it...
How it works...
There's more...
Dismemberment
Getting ready
How to do it...
How it works...
There's more...
Getting up from a ragdoll
Getting ready
How to do it...
How it works...
There's more...
Miscellaneous
Introduction
Using math to animate an object
Getting ready
How to do it...
How it works...
Using the Lerp() function to animate an object
Getting ready
How to do it...
How it works...
See also
Using the Rotate() function to animate an object
Getting ready
How to do it...
How it works...
There's more...
Preparing motion capture files for humanoid characters
Getting ready
How to do it...
How it works...
See also
Adding behaviors to Mecanim states
Getting ready
How to do it...
How it works...
Search in book...
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Getting ready
Using the LookAt() method to aim
In this recipe, we will use a simple but effective implementation of aiming mechanics.
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