Animations play an important role in game development, adding realism and dynamism to the interactive experiences. Unity provides tool for creating simpler to complex animations.
The detailed instructions below will guide you to create a simple scaling and descaling animation for a cube in Unity.
Note: Scaling refers to resizing an object along its x, y, and z axes.
Create a new 3D project .
Right click in the hierarchy view.
Create a 3D cube GameObject
.
Select the cube and click on the Add Component in the inspector pane.
Search for Animation and add it as a component to the cube.
Search for Animator and add it as a component to the cube .
Note: To control the animation, make sure to uncheck the Play Automatically property in the Animation component attached to the cube.
Select the GameObject
.
Click Window.
Go to Animation > Animation.
Click on Create to create the animation (this will add animation and animation controller to the assets).
Click on the Add Property button.
Go to Transform > Scale >
Set the keyframes on the timeline by adjusting the cube's scale values at specific times.
Select the GameObject
.
Open Window > Animation > Animation
Click on "Create new clip" to create another animation (to descale the cube to its original size).
Click on the GameObject
.
Drag and drop the animation controller to the Controller tab in the Animator component.
Go to Window > Animation > Animator. This will open the blend tree graph.
Note:
You can see the animation added to the animator (represented as a flow chart).
You can add the parameters, create states, or change the transitions here to control the animation.
Create a new parameter named Scale 0
of type Bool
to scale the cube.
Create another parameter named Scale 1
of type Bool
to descale the cube.
Note:
Setting the parameter type to
Trigger
will play the animation automatically when the scene is rendered.To control the animation, you can use the
Bool
parameter type.
Click on the arrow pointing to the animation in the animator window.
Add the Scale 0
parameter in the conditions tab (trigger is automatically reset after it has been used but the bool
parameter has to be set to false after the transition is finished).
Adjust the Scale 1
parameter accordingly to make a smooth transition from scaling the cube to descaling it.
C#
scriptCreate a new C#
script.
Assign the script to the GameObject
.
The script will call the Scale 0
parameter when a certain event happens, such as pressing a specific key.
A sample C#
script is given below.
using System.Collections;using System.Collections.Generic;using UnityEngine;public class TriggerAnimation : MonoBehaviour{private Animator animator;// Use for initializationvoid Start(){animator = GetComponent<Animator>();}// Update is called once per framevoid Update(){if (Input.GetKeyDown(KeyCode.P)){if(!animator.GetBool("Scale 0")){animator.SetBool("Scale 0", true)animator.SetBool("Scale 1", false)}}if (Input.GetKeyDown(KeyCode.S)){if(!animator.GetBool("Scale 1")){animator.SetBool("Scale 0", false)animator.SetBool("Scale 1", true)}}}}
Lines 1–3: These lines make all the necessary imports.
Line 5: A class is declared named TriggerAnimation
. It inherits methods from the class MonoBehaviour
, a base class in Unity for the scripts attached to the specific GameObjects
.
Line 7: It declares a private variable animator
of type Animator
. The variable stores a reference to the Animator component attached to the same GameObject
as this script.
Lines 10–13: The GetComponent
method is used to get a reference to the Animator
component attached to the same GameObject
as this script. The reference is then stored in our animator
variable. It allows us to use this reference to control the Animator
component from our script.
Lines 16–32: An if
condition is used to check for the user input. The Input.GetKeyDown
method returns true
in the frame when the user presses the P
key, and false
otherwise. If the method returns true
, the line sets the Scale 0
parameter on the Animator
component to true
and it will play the scaling animation. If the user presses the S
key, it sets the Scale 1
parameter to true
which plays the descaling animation. It will cause any transitions in the Animator
Controller that are conditioned on the parameter being set and it plays the animation (scale the cube on pressing P
and pressing S
cause the animation to stop).
Save all the changes.
Click on the play button to play the animation.
You should be able to see an animated cube which changes its size as specified in the keyframes.
import React from 'react'; require('./style.css'); import ReactDOM from 'react-dom'; import App from './app.js'; ReactDOM.render( <App />, document.getElementById('root') );
Press P
to scale the cube and S
to descale the cube.
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