• Beside some general changes in ORK 3 (e.g. being able to add multiple animation setups to combatants), the overall animation handling is the same, so it's still correct :)
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  • Do you still need to add all animations to a single animator for a combatant @gamingislove ?
    Currently making: Real-Time Diablo-like ARPG
  • Yes, if you want to access them, you need them to be on one Animator component.
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  • If I remember correct you can use Animator override controllers and switch between them using a schematic.
  • Great and usable tutorial. Thank you so much @Keldryn .
    I hope this can be continued one day.
  • Does this only apply to active-time battles?
  • Animations are generally independent from the used battle system.
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