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⚙️ Ready to take your 2D character controller to the next level? In this Unity 6 tutorial, we’ll refactor our Player controller code into a Finite State Machine — giving us cleaner logic, easier debugging, and the flexibility to expand with new mechanics down the road. This is my longest video yet (30 minutes!) — a deep dive compared to the usual 10. We’re laying the groundwork for smoother systems and future-proof architecture. We’ll cover: 🔄 Converting messy if-else checks into clear, modular states 🎯 Building a State Machine to handle switching between Idle, Run, Jump, Crouch, and Slide 🧩 Writing each state as its own script for easy tweaks and scalability 🚀 Optimizing performance and reducing bugs by centralizing and re-using important functions By the end, your character controller will be fully state-driven, setting us up for advanced mechanics and polished gameplay in upcoming videos. 🔗 Assets Used (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 💡 Support the Channel Want more tutorials (2 per week!), early access, and source code? Join the community here: 👉 / nightrunstudio Or become a YouTube member! 🎹 Music Chasing Shadows – Night Run Studio From the Willard soundtrack ⚡ Perfect for: Unity 6 Beginners, 2D Pixel Art Devs, Platformers, Metroidvania Movement Systems, Character Animation Tutorials
