How To Make a Combo System in Unity in Less than 7 Minutes

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  • Опубликовано: 19 июн 2024
  • In this tutorial i will show you how can you add a melee combo system in your game, easy and fast. Enjoy and Subscribe!
    Join the Patreon for special access →→ / danncs
    Join the discord server →→ / discord
    Mixamo animations video: • How To Quickly Animate...
    Script: pastebin.com/T0csgdBK
    Instagram: / officialdancs
    Facebook: / dancs-101265175484128
    Music: / @freemusicc
    Chapters:
    0:00 How it will look
    0:12 Adding a sword
    1:59 Writing the script
    2:36 Adding attack animations
    6:12 End Product
    About me
    Hey! I'm an indie game developer, currently working on a mobile survival game in Unity. This is my devlog where I show off the progress and I'll upload once a week!
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Комментарии • 123

  • @LORD---BrazilianSoldier
    @LORD---BrazilianSoldier Год назад +23

    Straight to the point, very well explained, thank you so much

  • @misakidev1366
    @misakidev1366 Год назад +9

    fast and concise, great tutorial bro.

  • @vietanhnguyen1415
    @vietanhnguyen1415 2 года назад +13

    OMG this is the best combo tutorial i learn on RUclips, if you can, please make more video about this, very much appreciate

  • @stylie473joker5
    @stylie473joker5 2 года назад +10

    Instantly subbed. a really thoughtful and great video

  • @ChelseySmithHandle
    @ChelseySmithHandle 2 года назад +5

    Fantastic! Just what I needed.

  • @bellocktx5800
    @bellocktx5800 2 года назад +1

    We need more videos like this!

  • @mygamedevjourney5290
    @mygamedevjourney5290 2 года назад +2

    Superb content and Thank you!!🙂

  • @berliananurien3754
    @berliananurien3754 Месяц назад

    THANK YOU SOOOO MUCHHHHH IT'S HELP ME A LOT!🔥

  • @a1980125
    @a1980125 Год назад +3

    Good tutorial,thank you.😊

  • @Y0ungM0ney
    @Y0ungM0ney 8 месяцев назад

    your a life saver, thank you so much

  • @user-hl7xe4xx9j
    @user-hl7xe4xx9j 9 месяцев назад

    thank you. it's so useful

  • @minedantaken1684
    @minedantaken1684 2 года назад

    You're a lifesaver!

  • @NameUnknown-
    @NameUnknown- 2 года назад +10

    With the way you are doing it, triggers would be better to use/manage instead of booleans

  • @supernoobr.d7880
    @supernoobr.d7880 2 года назад +1

    Muchas gracias bro!

  • @OmeedNOuhadi
    @OmeedNOuhadi 2 года назад

    Awesome way to have an attack system.

  • @__Rizzler__
    @__Rizzler__ Месяц назад +1

    imma rebuild the mongol empire with this one in unity

  • @__MEETTEJANI
    @__MEETTEJANI 9 месяцев назад

    Thank you

  • @renzellelaurenceapolinario7925
    @renzellelaurenceapolinario7925 2 года назад +27

    My animation stop on attack 1

  • @DanUAPas
    @DanUAPas Год назад

    where did you get the movement script, I think that mine isn't compatible with yours.

  • @crankyastrologer96
    @crankyastrologer96 Год назад +6

    thank you the explanation and concept is the best
    but i would like to add some changes that i did which made the code work smooth like butter
    1. remove all the things in the if statement after noOfClicks in the onClick void
    2. instead of that add exit time to all the animations (entering animation and exitig animation)
    3 make a var reference in onClick void like : var Attack1 = anim.getbool("hit1")
    4 than add in only the second if statement where you deleted earlier : && attack1 == true
    5. also remove all the setbool false from onClick
    and thats it. if you were having problems with animations gliching this fixed it for me and should do it for you too
    thank you

    • @Gamedial
      @Gamedial Год назад +2

      Can you show your code? I'm a bit confused by the explanation.

    • @crankyastrologer96
      @crankyastrologer96 Год назад

      Yes

    • @crankyastrologer96
      @crankyastrologer96 Год назад

      MAKE SURE TO ADD EXIT TIME OF ABOUT 7 SECONDS
      Void Attacks()
      {
      if (playerAnim. GetCurrentAnimatorStateInfo(8).normalizedTime > 0.7f && playerAnim. GetCurrentAnimatorStateInfo(0). IsName("at1")) (
      playerAnim.SetBool ("att", false);
      if (playerAnim.GetCurrentAnimatorStateInfo().normalizedTime > 0.7f && playerAnim.GetCurrentAnimatorStateInfo(0). IsName("at2"))
      t
      playerAnim.SetBool("att2", false);
      if (playerAnim.GetCurrentAnimatorStateInfo().normalizedTime > 0.7f && playerAnis.GetCurrentAnimatorStateInfo(0). IsName("at3"))
      playerAnim.SetBool ("att3", false); noOfClicks = 0;
      if (Time.time - lastClickedTime > MaxComboDelay)
      noofClicks = 0;
      I
      if(Time.time> nextFireTime)
      if(Input. GetMouseButtonDown(0))
      {
      onClick();
      }
      if (noOfClicks == 0)
      playerAnda.SetBool ("att", false); playerAnim.SetBool ("att2" false); playerAnda.SetBool ("att3" false); attack = false;
      }
      void onClick()
      {
      var atti playerAnda.GetBool ("att"); attack = true; LastClickedTime = Time.time; noofClicks++;
      if(noofClicks == 1)
      playerAnim.SetBool ("att", true);
      noofClicks = Mathf.Clamp(noofClicks, 0, 3);
      if(noofClicks >= 2 && att1 = true)
      playerAnim.SetBool ("att2", true);
      if (noofClicks >= 3)
      playerAnim.SetBool ("att3", true);
      }

    • @crankyastrologer96
      @crankyastrologer96 Год назад

      @@Gamedial hope this helps

    • @klayver4068
      @klayver4068 Год назад

      I don't understand

  • @berkcanimdat
    @berkcanimdat 11 месяцев назад

    adamsın sen i love it man

  • @lazyonii-chan3885
    @lazyonii-chan3885 Год назад +3

    my idle animation just stopped after I pressed the attack button once, what should I do?

  • @mcsyf
    @mcsyf 2 года назад

    Thanks

  • @thunderhawk4592
    @thunderhawk4592 2 года назад +9

    only plays to the first and some times second(if u spam it) animation never the third

  • @lanefaulhaber875
    @lanefaulhaber875 6 месяцев назад

    Question: does the player continue to move if there is movement input while the attack animations are playing? I'm sure this could be easily fixed, but just curious.

  • @defifire9980
    @defifire9980 2 года назад +16

    Good tutorial but a lot of fails... you don't use the cooldown... the boolean here is the worst idea possible when you have integers in the parameters and you don't explain how to modify the animations if you're stopped / walking :(

  • @rafarodriguez4765
    @rafarodriguez4765 2 года назад

    Great

  • @nuricemregumus6136
    @nuricemregumus6136 Год назад

    Im subscribed instantly. Underrated

  • @Damian_h
    @Damian_h 11 месяцев назад

    My man~

  • @alexandresbolanosparker6093
    @alexandresbolanosparker6093 Год назад

    I have a problem in the controller "missing runtime animator controller" you know how to fix this?

  • @tamarminimah5609
    @tamarminimah5609 2 года назад +1

    How do I make the code work for a UI Button for an android mobile? The input.MouseButtonDown(0) works everywhere on the screen

  • @Xeratas
    @Xeratas Год назад

    how does this work if the use clicks 10 times in half a second? Am i missing somthing or does that brick the combo?

  • @angelkaki5707
    @angelkaki5707 7 месяцев назад

    I followed the guide but as soon as i hit start my player goes straight to attack mode without me pressing any key??? how do i make it so it attacks when i press left click??? Id appreciate any help[ ty!

  • @hardyjoe4278
    @hardyjoe4278 Год назад

    How did you get the left hand to follow the grip on the dominant right hand? I really like the stance with that blade.

    • @DanCSS
      @DanCSS  Год назад

      Check out animation rigging package

  • @funiprofrfr
    @funiprofrfr Год назад

    didnt have the model all i had was a bean so i don't know if i can or cant make the attack so can you make a tutorial for one without that model?

  • @christopherball835
    @christopherball835 Год назад +1

    Nice tutorial, very informative and concise. I have one issue though: Is there a practical way of speeding up the button down registering? I followed the tutorial, yet I noticed the animator doesn’t register every press if you mash repeatedly or quickly (just by watching the animator tab i see it not registered every mouse,key,and/or button press). Going for a hack and slash so really want the animations to activate and move on once that button mashing sets in; I have already tried speeding up animator itself and setting “Next State” for interruption source on animation transition.

    • @christopherball835
      @christopherball835 Год назад +1

      Update: while watching the animator states, I notice after one complete “cycle” (going through all animations), it gets hung up on attack 2- the parameter for attack 2 just remains checked and the input doesn’t take unless I manually uncheck “attack 2” or just wait for it to lag and resolve itself after mashing it enough times. Still looking into this…

    • @DanCSS
      @DanCSS  Год назад +1

      I think the best way to do it, and I did it wrong in this video is to use animation events, you can easily set when you want the next attack to begin, even set if you need to know when your attack ends.

    • @christopherball835
      @christopherball835 Год назад

      @@DanCSS Admittedly as a novice, I’m stuck rn. What should the function be for the animation event. I’ve been trying to reverse engineer the right function using OnClick, and also the lines of code from the update function in this vid. How should I write the function?

    • @DanCSS
      @DanCSS  Год назад

      I can't go in depth, but what you would need to do, is have an animator parameter of type trigger and basically create a script on the gameobject the animator is on, and then activate that trigger through a public function, and then in the animation add an animation event, and then find your public function there. I can't really go much further than this in the comments but I can recommend a video tutorial: ruclips.net/video/INJmqquHaz4/видео.html

    • @christopherball835
      @christopherball835 Год назад

      @@DanCSS So I actually was at the point where I had everything you just had mentioned (animation event set up at the end, parameters were changed triggers, etc) I’m just actually confused on what the public function would be. Where I should actually be looking at in the code?

  • @XadegamerOfficial
    @XadegamerOfficial 2 года назад +5

    the cooldownTime variable is not used

    • @reibisco
      @reibisco 2 года назад

      That's what I thought too.

  • @anussqadeer3181
    @anussqadeer3181 7 месяцев назад

    Will it work on invector character?

  • @AaaAaa-lt6uy
    @AaaAaa-lt6uy 2 года назад +1

    We need tutorial about interaction fight animation between two characters like assassin's creed and shadow fight and mortal kombat

    • @DanCSS
      @DanCSS  2 года назад +1

      I’ll try to make it. Thanks for the feedback!

  • @barax9462
    @barax9462 Год назад +1

    Can you please help,,, When using certain animation from Mixamo,,, like a sword hit that make the characer chagne position,,, when i play them in Unity, once the animation finishes the character return to the original point where the animation started rather than where the animation finished,,, and it returns almost instantly in an unlikable way,,,

    • @mezloute3501
      @mezloute3501 5 месяцев назад +1

      Same bro, if i found something i'll tell you

    • @mezloute3501
      @mezloute3501 5 месяцев назад +1

      Okay, so I couldn't find a way about it, i have some clues about root motion, In the Animator component, check if the "Apply Root Motion" checkbox is enabled. BTW I found out that i can just deleted the position curve on the x axis for the animation to play and at the same position

    • @barax9462
      @barax9462 5 месяцев назад

      I really do appreciate it bro thanks alot 💯💯💯💯​@@mezloute3501

  • @supernoobr.d7880
    @supernoobr.d7880 2 года назад +1

    Hice lo que dijiste, no tengo errores con el scrip y las animaciones pero solo lanza un solo ataque xD

  • @pewpew518
    @pewpew518 2 года назад +7

    I've made a similar system but more modular and scalable. i think your doing a lot of unnecessary stuff here. eg dont use state info. The operation itself is a bit expensive on performance. on top of that your are comparing strings in "IsName" thats two expensive operations that could cause frame spike. The system does not scale. you have a bool parameter for every swing. what if you have different weapons? or more combos? In my implementation i use for loops to keep track of combo being performed and anim events to add frame specific events such as animation cancel etc. Also not sure of you have a "Click expiry timer" . lets say you have a combo of 5 and player taps button 5 times really fast you dont want ther player to get locked into that 5 move combo for whatever length of time the combo lasts for. it doesn't feel good so you need a expiry time for each button pressed . also don't use anim state transition. instead player animation from code using animator.play or animator.crossfade

    • @Mikelica69
      @Mikelica69 2 года назад

      true

    • @negimox
      @negimox 2 года назад +1

      can you share the code your implementation of combo system?

    • @pewpew518
      @pewpew518 2 года назад +2

      @@negimox namespace Player_Controller.Combat
      {
      public class PCtrlWeaponAttack : PCtrlBase
      {
      protected float InputBufferTimer;
      protected int heavyAttackInputBuffer;
      protected int lightAttackInputBuffer;
      protected bool lockOn;
      protected float InputBufferTime = 0.5f;
      protected float animationFadeTime = 0.2f;
      protected string animationPrefix;
      protected Animator animator;
      protected Rigidbody rb;
      protected GameObject weaponBone;

      Dictionary heavyAttackCombo;
      Dictionary lightAttackCombo;
      void Start()
      {
      animationPrefix = Weapon.anim_WeaponAttackPrefix.ToString();
      rb = gameObject.GetComponent();
      InetializeHeavyAttackCombo();
      InetializeLightAttackCombo();
      animator = gameObject.GetComponent();
      Weapon.Inetialize(gameObject, weaponBone);
      }
      // Update is called once per frame
      void Update()
      {
      if (PStatus.isDodging || StatusIsJumping || StatusIsFalling ||
      PStatus.isCastingControlLock)
      {
      AnimationEvent_ResetHeavyAttackCombo();
      AnimationEvent_ResetLightAttackCombo();
      return;
      }
      // light attack buffer
      if (heavyAttackInputBuffer != 0 || lightAttackInputBuffer != 0)
      {
      if (Utilities.SimpleTimer(ref InputBufferTimer, InputBufferTime))
      {
      heavyAttackInputBuffer = 0;
      lightAttackInputBuffer = 0;
      }
      }
      // LIGHT ATTACK
      if (lightAttackInputBuffer > 0 && heavyAttackInputBuffer == 0)
      {
      PStatus.isAttacking = true;
      for (int i = 1; i 0 && lightAttackInputBuffer == 0)
      {
      PStatus.isAttacking = true;
      for (int i = 1; i

    • @pewpew518
      @pewpew518 2 года назад +2

      @@negimox namespace Player_Controller.Combat
      {
      public enum AttackType
      {
      _LightAttack_,
      _HeavyAttack_
      }
      public class Attack : MonoBehaviour
      {
      public string animation;
      public bool hasStarted;
      public bool hasPerformed;
      public Attack(string _animation)
      {
      hasStarted = false;
      hasPerformed = false;
      animation = _animation;
      }
      }
      }

    • @pewpew518
      @pewpew518 2 года назад +1

      @@negimox I havent optimized the code yet. i got it to work for prototyping. In a nutshell this system scales from 1 to infinity which means you can have infinite number of moves in one combo set. also you pass a string in "animation prefix" say you have equiped a hammer just make animprefix = hammer then if you have those anims in your animator the system will play that anim

  • @frankypappa
    @frankypappa 2 года назад +2

    Awesome tutorial. Any chance you could make it in 2D?

    • @DanCSS
      @DanCSS  2 года назад +4

      That is an amazing idea actually. I’ll do it

    • @frankypappa
      @frankypappa 2 года назад

      Awesome!! Subscribed btw!! Keep up the great work great content!! And thanks again looking forward to it! 😁

    • @neowb8495
      @neowb8495 2 года назад

      UP! is there a tutorial yet?

  • @jred7333
    @jred7333 9 месяцев назад

    my guy just falls into the ground lmao

  • @hendryanlim4923
    @hendryanlim4923 2 года назад +1

    hi brother, i have a problem when i press attack button and move character with W A S D at the same time, my character will attack while moving.. so i want my character to stay in place when attack, is there any way to do it?🤔🤔

    • @DanCSS
      @DanCSS  2 года назад +1

      Try to look up animation cancelling

    • @hendryanlim4923
      @hendryanlim4923 2 года назад

      @@DanCSS I've been looking for information about animation canceling but it's still not helpful in my problem, can you give another solution? I appreciate all your help😉

    • @hendryanlim4923
      @hendryanlim4923 2 года назад +1

      @@DanCSS nvm, I've found the solution and for people wanting the solution, I used this code in the player movement script:
      // on your player controller have a reference to your animator
      // and stick this code before any movement is preformed


      if(anim.GetCurrentAnimatorStateInfo(0).IsName("The name of the animation, in the video the name is hit1))
      {
      returns;
      }
      btw, thanks for making this tutorial. That's very helpful

    • @raphaelguitarx5931
      @raphaelguitarx5931 7 месяцев назад

      Example if you have a float of player movement set that one = 0
      lastTimeInput = Time.time;
      numOfInputs++;
      if (numOfInputs == 1)
      {
      punchC1 = true;
      moveSpeed = 0;

  • @archieharrap5901
    @archieharrap5901 Год назад

    using the exact script and hit1 stays true the whole time and hit2 never actually gets changed to true, meaning it loops animation for hit1 any fix for this?

    • @praisethemibbers8991
      @praisethemibbers8991 Год назад +1

      having same issue

    • @emretasdemiir
      @emretasdemiir 6 месяцев назад

      @@praisethemibbers8991 still have some issues but i found the problem which it also happened to me, names of the parameters and the animations are same here but cant be in your animator, make them all same name or check your names of parameteres and animation states and use it in script accurately.

  • @LowLevelLemmy
    @LowLevelLemmy Год назад +1

    Was this motion captured by my Dad? 🤣🤣🤣🤣

  • @tahercaballero7584
    @tahercaballero7584 2 года назад

    brother I have a problem that when I click the animation doesn't run, what are you saying it could be :C , I need to finish my final work :C.
    I wait your answer.

    • @gamingmaster6377
      @gamingmaster6377 2 года назад

      its me from an alt account, did you check the ld credentials?

  • @supernoobr.d7880
    @supernoobr.d7880 2 года назад

    Una pregunta, ¿Cómo podría hacer para pasa de una pose normal a una pose de batalla?

    • @gabrielpetersen3434
      @gabrielpetersen3434 Год назад +1

      Simples, tente con una bool que es true cuando en batalla y false cuando normal, criando una nueva blend tree para movimentación (mio español és péssimo, lo siento)

    • @supernoobr.d7880
      @supernoobr.d7880 Год назад

      @@gabrielpetersen3434 Muchísimas gracias bro jajajaja ❤️

  • @Aaron-pb2bf
    @Aaron-pb2bf Год назад

    for some odd reason my first animation makes my character fall to the ground

  • @tanjiro9695
    @tanjiro9695 2 года назад

    and, what is the purpose of variable cool down time?

    • @DanCSS
      @DanCSS  2 года назад +1

      It’s something that I deleted so it accidentally stayed in, sorry

  • @bonse2000
    @bonse2000 Год назад

    link for script dsnt work

  • @LiamSwiftTheDog
    @LiamSwiftTheDog 2 года назад +4

    This is not very good and hard to manage..
    I recommend having a trigger per attack button (eg. if you have light & heavy attack buttons, have a separate bool for each of those).
    Then you can just chain states together using 'LightAttack' or 'HeavyAttack' triggers, and it will just work.
    Though, if you want to prevent the player from triggering a state change too early, you can lower the exit time (often undesired as it'll always prematurely cut off your animation), or keep track of a bool called 'canDoNextCombo' or sth. Then at the beginning of combo move animations, set it to false. Then somewhere halfway or whenever it makes sense to be able to do the next part of the combo, set canDoNextCombo back to true. This also requires LightAttack and HeavyAttack to become booleans, as you will need to check on their 'false' state to exit the combo chain gracefully and prevent prematurely exiting it.

    • @generos1172
      @generos1172 Год назад

      Can u ggive me an example how u gonna start it and how u gonna end it with?

  • @ettiolayinka6262
    @ettiolayinka6262 8 месяцев назад +1

    it didnt work
    and we didn't even used the coolTime in the script

  • @ps5games821
    @ps5games821 2 года назад

    Make more tutorials please

    • @DanCSS
      @DanCSS  2 года назад

      I will :D

  • @UlisesFreitas
    @UlisesFreitas 2 года назад +3

    The script is no longer available please check this and reupload, Thanks.

    • @DanCSS
      @DanCSS  2 года назад +2

      Sure, thank you for the information. It is now fixed

    • @UlisesFreitas
      @UlisesFreitas 2 года назад +2

      @@DanCSS Thanks a lot.

    • @DanCSS
      @DanCSS  2 года назад +1

      @@UlisesFreitas It’s not a problem :)

  • @jgstrinca
    @jgstrinca Год назад

    How could I make my character walk slower as soon as I hit?

    • @ashhalidrees7525
      @ashhalidrees7525 Год назад

      you can either use Rigidbody constraints to freeze position or either slow down by minimzing movement or velocity

  • @AlfieGames2015
    @AlfieGames2015 3 месяца назад

    I wat the model

  • @enescubuk3312
    @enescubuk3312 2 года назад +3

    YOU DONT USE COOL DOWN TİME BRO WTF????

    • @biohazard3965
      @biohazard3965 11 месяцев назад +1

      //cooldown time
      if (Time.time > nextFireTime)
      {
      // Check for mouse input
      if (Input.GetMouseButtonDown(0))
      {
      OnClick();
      // Actualizar el siguiente tiempo de disparo basado en el tiempo actual y el tiempo de enfriamiento
      nextFireTime = Time.time + cooldownTime;
      }
      }
      Cuando el tiempo actual (Time.time) es mayor que el siguiente tiempo de disparo (nextFireTime), se verifica si se ha realizado un clic del mouse (Input.GetMouseButtonDown(0)). Si es así, se llama a la función "OnClick()" y se actualiza el siguiente tiempo de disparo agregando el tiempo de enfriamiento (cooldownTime) al tiempo actual.
      Por lo tanto, puedes ajustar el valor de "cooldownTime" en el Inspector de Unity para cambiar el tiempo de enfriamiento entre los clics del mouse. Esto te permite controlar cuánto tiempo debe esperar el jugador antes de realizar otro golpe después de cada clic.

  • @collinsokoye6352
    @collinsokoye6352 5 месяцев назад

    Is this software development?

  • @ElmoLovesYou2
    @ElmoLovesYou2 2 месяца назад

    why 60fps for tutorials=(((