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⚔️ Time to give our Player some real power! In this Unity 6 tutorial, we’ll create the Attack State, animate it, and sync the hit timing so damage actually lands at the right frame. To tie it all together, we’ll add our first Core Component: Combat, laying the foundation for a flexible combat system. This is a big topic, but we'll try to keep it as short, sharp, and practical possible — while setting up the backbone for all future combat mechanics. We’ll cover: 🎬 Building the Attack State in our Player’s state machine ⏱ Timing up attack animations with damage events ⚔️ Connecting attacks to deal damage at the right moment 🧩 Adding our first Core Component: the Combat component By the end, your Player will have a functional attack state with synced animation and damage, plus a modular Combat component you can expand into combos, special moves, or weapon systems in later videos. 🔗 Assets Used (Free for Commercial Use!) Training Dummy → Otsoga's Training Dummy https://otsoga.itch.io/training-dummy 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, Combat Systems, Animation Timing, State Machine Tutorials
