![]() ![]() ![]() Right-click on New State and choose Make Transition. In the New Trigger section, enter the variable you have just set up: “AnimationSendEvent.” Enter “AnimationSendEvent.” Be careful not to make a single mistake as this will prevent the event from happening. We have finished setting up Event Trigger.ĭisplay the Animator window, open the Parameters tab on the left of the window and add a List. In this case, let us set it to AnimationSendEvent. In the No Function field, choose Animator > SetTrigger(string). In the None (Object) column and drag and drop the door from the hierarchy. Select “Pointer Down” from the “Add New Event Type” of Event Trigger. To set up Event Trigger, select Button and select Event Trigger from the Add Component in the Inspector window (hereinafter referred to as the Inspector). We will be setting up the events and transitions later. Once this is done, you are done setting up. Once you have a gray New State, right-click on the state and select Set as Layer Default State. Right-click on the Animator window and select Create State > Empty. To prevent the animation from playing even after playing the scene, create a blank state first. In this case, the animation will play as soon as you play the scene. The window looks like the one in the image. Select the door Animator you have just created. We have created an animation that opens in 1 second, leaves 4 seconds empty, and closes at the end. Let us select the whole thing and set the last keyframe to the 6:00 position. Set the transform of the door to the following:Ĭopy the key at 0:10 and paste it at 0:50. You can choose any name, but we will call it “AutoDoorAnimation.” Save the animation data to the desired location. Select Door and choose Create for the animation window. If it looks like the picture, you are done!Ĭreate an animation of the automatic door.Ĭhoose Window > Animation > Animation from the top menu bar to make the animation window appear anywhere. When it looks like the picture, the Button is complete.Ĭreate red and black materials and attach them. Let us place the clan and the cube from the hierarchy. Change the color to a color of your choice and name it “Door Material.”Ĭreate a Button to open the door. Then, let us create the material by selecting Create > Material on the project window. Let us change the material to distinguish it from the others. In the same way, place the cube from the hierarchy and name it and the transform as follows. I have added a Point Light to make it easier to see inside. Place four cubes from the hierarchy and name them and the transform as follows: Name it “Floor” and set the transform as follows:Ĭreate four walls. Right-click in the Hierarchy window (we will call it the Hierarchy) and place the Cube. This time, let us simply create a simple door and a building using the Unity 3D model.įirst, create the ground. Creating a 3D ModelĬreate the doors and buttons for this project: start a Unity project and create a new scene. We will create this system following this model. The yellow state is the Default State.įrom this Default State, you can create an automatic door by creating a state that contains the animation of the door opening and an event for the Event Trigger. In the Animator, there is a “Default State” for the first state to which to transition. The automatic door-opening animation will be operated.This is a sample scene featuring the automatic door we will create. 7 Introduction to NEWVIEW SCHOOl ONLINE. ![]()
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