Thanks : )
Otsoga
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Hi, something following this logic (I change the animation by code):
public string currentAnim = ""; public bool ruuning = false; public Animator animator; public void ChangeAnim() { // The default animation string newAnim = "Idle"; // Check if the char is running (maybe check velocity.x != 0) if (running) newAnim = "Run"; // If the char was running and now it's not // then it's going back to Idle if (currentAnim == "Run" && newAnim == "Idle") newAnim = "BreakRun"; // If the new animation differs from the current one plays it if (newAnim != currentAnim) animator.Play(newAnim); // Set the current animation with the value of new animation currentAnim = newAnim; }
Hi, when I was making the asset I didn't think about the size proportions so if I would try to resize it it would take too much time and at the moment I can't because I'm working on another project, sorry. But I can say what I do so my sprites fit the character independent of the size, the problem is that I do that in Unity so I don't know if it would work in Godot, but what I do is: I use the Idle sprite as base and set it to the same pos as my character in the scene, and then select the first sprite of the current animation sprite that I'm adding, then I open the unity sprite editor and set the pivot mode to custom and pixels (so it will snap to grid), then I change the value for that sprite until it fits the same pos of the Idle sprite, then I select all the others sprites of that animation and copy past the x and y pivot values (Unity allows multiselection), so it's faster and all sprites fits perfectly for the new animation, I think this could work for the sprite sheet as well. Sorry if my answer it's hard to comprehend.