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Your character can jump now—but without animations, it feels stiff and lifeless. In this episode of the Metroidvania Tutorial Series, we’ll fix that by building a full animation system with Unity’s Animator. 🎬 In this video, you’ll learn how to: - Create smooth Idle, Walk, and Jump animations - Add advanced states: Rising, Falling, and Landing - Use the Animator Controller with parameters & transitions - Write C# code to trigger animations at the right time - Organize your animations with a sub-state machine for jumps - By the end, your character will feel much more alive, responsive, and fun to control. 👉 Next up: we’ll start building out the world with tilemapping! 🎨 Assets Used (All Free for Commercial Use!) Character → Brullov’s Generic Character v.0.2 https://brullov.itch.io/generic-char-asset Building Decorations → Brullov’s Castle of Despair https://brullov.itch.io/2d-platformer-asset-pack-castle-of-despair Cave Tilemap → Szadi’s Pixel Fantasy Caves https://szadiart.itch.io/pixel-fantasy-caves Kobold Warrior → Mattz Art’s Kobold Warrior Pack https://xzany.itch.io/kobold-warrior-2d-pixel-art 🔗 Patreon: Support the series + get early access & source code → /nightrunstudio 🎵 Music: Sinister Caves – Night Run Studio (from the Willard soundtrack)
