Summary

In this chapter we have covered a lot of principles and best practices for adding animations and “states” for our character. We took a look at the rules of animation and how we can best add life and appeal to characters as we create them.

We looked at creating animations and adding them to our character. We looked at Unity’s Graph Editor and Dope Sheet animation tools to better refine our animations.

Last, we looked at adding an Animator Controller and adding states and transitions to help link and blend our animations to make them as seamless and believable as 2D sprites can be.

In the next chapter we will look at adding the last few pieces to our character with some basic Rigidbody and collisions, as well as to the props and our 2D ...

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