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Under review

Set to default locomotion

Crispy 3 weeks ago in Game Creator updated by Marti (Lead Developer) 3 weeks ago 3

For the Character Default State Action, could you make it remove the state in Character's Default State?

So if:

Set the Default State to this, so the Character goes back to its default locomotion, since there is no "Default State" asset.

Unity version:
Game Creator version:
1.0.4

Answer

+1
Answer

Imagine States being as a stack of animations. The one of top is the one that's being played. The Default State is always the one at the bottom. If there's no (normal) State being played, it will play the Default State. But, for example, if you use the Character State Action and play the Meditate animation clip on Layer 1, the character will smoothly transition to a meditating pose. This means that the Default State is not being played, because on top of it there's the meditation animation being played on the character.

You can stack up to 3 layers of States, apart from the Default State.


As a rule of thumb, the Default State shouldn't be touched unless you want to have a different locomotion animation for a specific character (for example, if the user can choose between a male and a female character, the Default State should be a locomotion state with different movement clips for each).


States, on the other hand, are used for things like making a character sit, stay in a combat stance, etc...


To stop playing a State, simply use the Character State action and choose the "Stop" option. This will smoothly stop that State. For example, if the character was sitting, it will go back to playing the locomotion state.

Under review

Not sure I understand, but the Default State is meant to be used throughout the whole game. You might be looking for the Change State Action? Not the Change Default State.

Sure, Change State should work, but here's the problem: Let's say I start with a state inserted in Default State (in the second image), how can I go back to default locomotion? I would have to start with no state inserted in Default State, use an Action that says On Start -> Change State, then use Reset State. This will work for it to go back to default locomotion. It's not a big deal, but it just adds that extra step that should be unnecessary.

I just think for a lot of the actions, if nothing is inserted in the fields, it should literally set the referenced fields to "none". In this case, it should "Set Invoker default state to (none)".

In the end, what is the difference between Change Default State and Change State?

+1
Answer

Imagine States being as a stack of animations. The one of top is the one that's being played. The Default State is always the one at the bottom. If there's no (normal) State being played, it will play the Default State. But, for example, if you use the Character State Action and play the Meditate animation clip on Layer 1, the character will smoothly transition to a meditating pose. This means that the Default State is not being played, because on top of it there's the meditation animation being played on the character.

You can stack up to 3 layers of States, apart from the Default State.


As a rule of thumb, the Default State shouldn't be touched unless you want to have a different locomotion animation for a specific character (for example, if the user can choose between a male and a female character, the Default State should be a locomotion state with different movement clips for each).


States, on the other hand, are used for things like making a character sit, stay in a combat stance, etc...


To stop playing a State, simply use the Character State action and choose the "Stop" option. This will smoothly stop that State. For example, if the character was sitting, it will go back to playing the locomotion state.