• Unity
  • Chain Attacks w/ Movement

Has anyone created an attack that is a chain of attacks like 1/2/3 before?

We want the enemy to step "forward" during an attack but do you put that into the animation or try to time moving the character in unity with the animation? Timing that is very difficult, but if you do it in the animation then the hitbox of the character "stays behind" as well as the actual position of the enemy... so when you transition back to idle technically he would slide forward.

You can't "move" the player to the new animation root position where the feet are or it will move the entire character forward...

Any suggestions?

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I've done attack chains (3 or 4 different attacks that play out in a sequence, for a platformer game).
I generally keep game-logical movements outside of Spine and in Spine, keep the character visually within the hitbox.
Spine Animation update rate (Update) is different from physics/collision update (FixedUpdate) and I like to avoid problems there.

I think you could go for some kind of root motion solution only for specific animations, if the movement is complex and has to be animated in Spine. Your hitbox can follow your character that way. I think the implementation depends on your game though.

Maybe other people have other ideas?

Take a look at Hitman. Hitman does this by moving physics object around with Events.

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