You first want to make sure that the skeleton/sprite objects all have a shared parent - which itself is a child (the "sprite child") of the character's root, i.e.: With skeletal animation, however, things get more tricky - since it involves many different GameObjects and a larger hierarchy. Past discussion of using Unity's skeletal animation tools can be found here:ĭiscussion on an integration script between AC and Spine can also be found here:ĪC's 2D characters work by having their animations/sprites on a "sprite child", which is a child object of the root, and assigned in the character's Inspector's "Sprite child" field.įor normal sprite-swapping animations, a single Sprite Renderer and Animator component on the sprite child is generally enough. If you're following the 2D tutorial, I would recommend sticking to regular sprite-swapping at least for the moment - until you're comfortable with using AC. It is, however, more complicated to set up - particularly if you're a beginner to AC and/or Unity. Welcome to the community, animation is certainly possible with AC - so long as you can play an animation in a standard Animator component, then AC can play that animation back at runtime.
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