Enemy Animation Implementation
Asset Selection
From the 8 provided enemy assets, I selected the Character Pack: Zombie Sample due to its rigged model and attack/movement animations.
Animation Logic
I synchronized the enemy’s NavMeshAgent with its Animator using a state-based approach:
Key Features:
MoveSpeedparameter controls walk/run blend trees- Attack animation triggers on proximity
- Death animation plays via
animator.SetTrigger("Die")when health ≤ 0
Boss Development & Setbacks
Asset Integration
For the boss, I used the Minotaur 01 asset. Despite its complex animation controller, I streamlined it to focus on:
- Charge attacks
- AoE stomp animations
- Phase transition visual effects
Crash Recovery
On 04/05/2025, a PC crash corrupted critical scene files. To recover:
- Restored from Git version control (last stable commit)
Lessons Learned
- Asset Vetting: Prioritized rigged models with animation clips over static meshes
- Save regularly
References
- Unity Technologies. (2025). Character Pack: Zombie Sample. Asset Store Link
- Unity Asset Store. (2025). Minotaur 01 [3D asset]. Retrieved from https://assetstore.unity.com/packages/3d/characters/creatures/minotaur-01-311084
- GitHub Repository: pokimoki99/CGM
Final Note: While the late map delivery (04/05/2025) created scope challenges, core combat and progression systems are fully functional. This project has significantly improved my skills in networked animation systems and crisis management during technical failures.
