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Question by Mystic_Quest · Feb 01, 2017 at 01:30 PM · animationspritelag

Attached object animation lagging / layer change inside animation

I am making a top down rpg for my college, zelda style. At first the sprite attacks with punches. At some point he gets a sword. I made a new animation tree for the 4 dir sword attacks and the states work as intended. I have attached the sword object (child of player) along with its collider, on the player animations in the animation window and it looks as if the sword is part of the player's model.

My 1st and biggest problem: When the player moves while swinging the sword in the cardinal directions all look well (the sword hilt/pivot stays in his hand). But when I move diagonally the sword lags behind the player's hand (the axis from which it is supposed to do its swing) and it looks awful. Couldn't find any help in google, does anyone have any ideas?

2nd problem: Not so important but still looks bad. The sword has a specific layer - above or below the player. If it's below the player, when the player swings upwards the sword is correctly below the player's sprite but you can understand that when it swings downwards it has to be above the player because it swings over his body. It seems the record button in animation doesn't record overlay changes. Is there a way to change that? Through code perhaps? (SOLVED)

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avatar image Ash-Blue · Feb 01, 2017 at 10:16 PM 1
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Can you attach a video or GIF here visualizing the problem? A pinch hard to know exactly what it might be without a visual companion of some sort.

avatar image Mystic_Quest · Feb 01, 2017 at 11:00 PM 0
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Btw solved the 2nd problem with this:

         diry = anim.GetFloat("Input_y");
         dirx = anim.GetFloat("Input_x");
         sword = GameObject.Find("sword");
         if (sword != null)
         {
             layer = sword.GetComponent<SpriteRenderer>();
             if (dirx < 0 || diry < 0)
             {
                 layer.sortingOrder = 6;
             }
             else layer.sortingOrder = 5;
         }

Got no idea how to solve the 1st though.

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