Combo Animation System

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Disclaimers

This will not make your mismatch animations suddenly flow together. You should follow a basic combo structure with your animations for perfect compatibility.


Uses the New Input System by default. Importing will import the New Input System package. If using something different, then you will need to manually remove New Input System functions from scripts.

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Important Links

[Documentation]

[Forum]

[Tutorial]

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The Combo Animation System is your solution to creating that hack and slash feel for your players.


What you get with Combo Animation System

  • Graph System for easy combo management
  • Combo Queue funcitonality
  • Commented script with easy to understand functions
  • New Input System support out of the box
  • Particle Sync - A new way to sync your awesome attack particles with your animations

The issue with creating something with stylish combos is trying to get the combos working. You can look up tutorial after tutorial but they only go so far into the science of attacks and the animator.


Using Combo Animation System, you get a nice a simplistic graph that allows you to set a combo node consisting of a Combo Button, Animation Name, and Use Crossfade toggle. Then you can connect these nodes to other nodes and now you have a full built combo tree.


Building combo systems is hard enough. Make it a little easier.


Full source code is included in the purchase

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