Unity 2d animations
There are several tools that allow 2D animation, the most traditional and famous is Flash. Nowadays there are many more like ToonBoom, Spline, Sprites, etc etc, which are more oriented to be used mainly for video animation. Although they are good tools, they facilitate a lot the work and even allow to make some effects in a very simple way, Unity is not officially compatible with them unless they are exported as a SpriteSheet or sequence of images, but opening directly the files is not possible, but in the Asset Store or in GitHub we can find importers of these tools and the holy miracle to use 2D animations in Unity. Removing from the way the possibility of using only SpriteSheets…
The second one, implies that when loading a GameObject that is using an external animation system, this one will have to preload and then in the middle of execution generate a Mesh in the form of the sprite, which implies a somewhat heavy and slow process. Causing 2 other problems (this varies by plugin mainly, but all I have encountered these problems) are its loading times are large and the main one on a PC you will not need more than 50 GameObjects that are on screen at the same time and these will drastically lower your FPS and on mobile you will only need between 10 -20, while using Unity’s animation methods, you can have up to more than a thousand GameObjects at the same time and I’m not exaggerating.
Download animations for unity 3d
We can exploit the fact that the opacity / fade animation does not occur when you start the Dashboard via the “Home” button or, if your cursor is on / around the home bar, even if you press Super:
So I understand that it is impossible to disable even just the Dash animation. Just ‘reduce it’. While we’re at it, setting ‘No Blur’ will not give blur, but the Dash will be transparent, even if the ‘Opacity’ parameter is set to 255 in the Dash color dialog.
To Angel Araya and Dune: Guys, you provided answers, but from my tests they do not lead to Dash animation disabled. If you are sure they do and the failure is from me, please speak up.
And I don’t think there is an option to disable animations in future versions. Because, one of the goals of Unity is to provide a pleasant user experience and animations are considered one of the best ways to achieve that.
The possible solution for you is to change the script animation to fade (because, in my opinion, fades are faster than sliding). You may also be interested in disabling animations for all windows as well. To do this,
Animations for unity 3d
Unity’s animation system is based on the concept of Animation Clips, which contain information about how certain objects should change their position, rotation, or other properties over time. Each clip can be thought of as a single linear recording. Animation clips from external sources are created by artists or animators with third-party tools such as Max or Maya, or come from motion capture studios or other sources.
The Animation Clips are then organized into a system with a flowchart-like structure called Animator Controller. The Animator Controller functions as a “State Machine” that keeps track of which clip should currently be playing, and when animations should change or blend together.
Each of these pieces – the Animation Clips, the Animator Controller, and the Avatar, are brought together into a GameObject via the Animator Component. This component has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, on the other hand, contains references to the Animation Clips they use.
How to animate a character in unity
Hello my question is how I can activate an animation from code in unity, because I have encountered a problem when I created my first animation with my c script ran well but also to activate another turns out that the gameObject of the second animation was the same as the first but with different animation to the same animation as the first. I deleted the first animation and only left the second animation and when I run my script it does not activate. I am a newbie in this animation thing.
The solution to this problem is to select the VideoClip and go into the inspector and change it to Debug and then there is an option called legacy, click on it and then add the VideoClip to the Animation component and run it from code like this: