Handling Combat

This chapter explains usage of animations in combat and covers the following topics:

  • Using Sub-State Machines in Animator Controller
  • Using Animation Events to trigger script functions
  • Using transitions from Any State to play hit reactions
  • Using root motion to create a dodge move
  • Checking what Animator state is currently active to disable or enable player actions
  • Using Animation Events to draw a weapon
  • Using Avatar Masks and animator controller layers to walk and aim
  • Using the LookAt() method to aim
  • Using Blend Trees to aim
  • Detecting the hit location on a character
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