ABSTRACT

In the previous chapter, we took great pains to prepare Mecanim for use. In this chapter, we will create the state machine that will drive cyborgNinja’s animations.

e fact that we have cyborgNinja@run in Scene suggests that we also have the run animation in the Scene as well. Extrapolating this assumption would suggest that you get other animations into the Scene by dragging and dropping them. is is not actually the case. e name cyborgNinja@ run is misleading. Note that if we expand cyborgNinja@run in Scene View, the run animation element is missing. It has been le behind in Assets. It is worth repeating that, conceptually, imported animation le Assets are poorly constructed contraptions. Animations are added to the Scene/GameObject as Motions (“Animations” was taken by Unity’s legacy system) in the Animator Controller (state machine).