Posted January 07, 2022 by aka
Hello! I’ve been refactoring the overall game flow of the game considering the frames of each move. I’ve come to the point where I have to do the collision data. I don’t really like to use Unity’s default colliders and its trigger functions because again, I won’t have enough control of when it will collide. Thus, I decided to do both the collision data and its hit checks manually.
Adding and editing collision data manually is too much of a hassle. This is simply too hard especially that I have to do it for each action of each character. That’s why I took a detour and decided to make a custom tool to help me with this. I created a custom editor that will preview the move’s animation and add the collider data, which I call events, to the specific frame that I want.
I can also see all of them in action if I choose the ALL tab above. The tool lets me play the animation in the editor so that I can see the colliders as the animation plays. Although I don’t know if I play it correctly according to the animation’s frame rate. In any case, I’m quite satisfied with the tool. This will definitely be improved along the way as I add more animations and as I introduce animations with/out root motion. Here’s a brief video preview of the tool in action:
Notes:
That’s it for now. You can check the game’s GDD at the front page. Or you can check it directly from here. I’ll appreciate any comment or suggestion. Thank you!