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Unity Cookbook

You're reading from   Unity Cookbook Over 160 recipes to craft your own masterpiece in Unity 2023

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Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Length 780 pages
Edition 5th Edition
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Authors (3):
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Sinéad Murphy Sinéad Murphy
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Sinéad Murphy
Matt Smith Matt Smith
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Matt Smith
Shaun Ferns Shaun Ferns
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Shaun Ferns
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs FREE CHAPTER 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

Flipping a sprite horizontally – using Animator State chart and transitions

In this recipe, we’ll use the Unity animation system to create two states corresponding to two animation clips.

Unity Animator Controllers manage a State Machine to control how and when an animated GameObject should change. At any point in time, a GameObject with an Animator Controller component is either in one state or transitioning between states.

We’ll have one script class that changes localScale according to which animation state is active. There will also be a second script class, which will map the arrow keys to the Horizontal input axis values as a parameter in the State Machine, which will drive the transition from one state to the other.

While this may seem like a lot of work, compared to the previous recipe, such an approach illustrates how we can map from input events (such as key presses or touch inputs) to parameters and triggers in a State Machine.

Getting...

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