hi
I have watched the video of the UCC demo scene, but by looking at that scene, the AgentNolan character is kind of completely using the components from the UCC asset, for example it gets the reference of the UltimateCharacterLocomotion.cs to find the correct ability reference for the behavior tree so that it can trigger the ability animation if I am not wrong about this. But for that, I did not find any videos talks about how to setup a custom character with its' own animations.for example if I have an enemy agent character (let say he is a zombie character), and it has its' own animations need to trigger like "idle" "walk" "attack" etc..., so how do I send these animations reference to the behavior tree when I need to play it.
So my question is,
1.is there a workflow provide from the Opsive asset I can easily to achieve this goal?
2.Or am I still following the common unity rule to play out the animation, for example first find the unity category on the behavior tree editor and second find the animator option to get the animator component reference from the gameObject and finally use the setTrigger function to play the animation I want just like writing a script?
please let me know if the no.2 question is the workflow I should do on the behavior tree editor.
Thank You
Man
I have watched the video of the UCC demo scene, but by looking at that scene, the AgentNolan character is kind of completely using the components from the UCC asset, for example it gets the reference of the UltimateCharacterLocomotion.cs to find the correct ability reference for the behavior tree so that it can trigger the ability animation if I am not wrong about this. But for that, I did not find any videos talks about how to setup a custom character with its' own animations.for example if I have an enemy agent character (let say he is a zombie character), and it has its' own animations need to trigger like "idle" "walk" "attack" etc..., so how do I send these animations reference to the behavior tree when I need to play it.
So my question is,
1.is there a workflow provide from the Opsive asset I can easily to achieve this goal?
2.Or am I still following the common unity rule to play out the animation, for example first find the unity category on the behavior tree editor and second find the animator option to get the animator component reference from the gameObject and finally use the setTrigger function to play the animation I want just like writing a script?
please let me know if the no.2 question is the workflow I should do on the behavior tree editor.
Thank You
Man