Mecanim seems to be a curse word around here, but to develop a very complex character controller without it seems like an impossible task.
Does anyone have any example snippets or ideas on how they're making controllers?
Examples would be something like this:

I know this doesn't appear very complicated, but in the Attacks layer there are very specific combos depending on what weapon is equipped:

The toughest part of this is how to create the spine animations and transition between attacks and everything else properly. Mecanim makes this part of the task extremely easy, but I feel like support for mecanim will only get worse and worse until Unity breaks something and then we are stuck on an old version etc.. worse case I know, but could happen.
The melee attack combos are pretty simple.. if the player smashes the attack button it sets a Trigger that needs to get consumed and the current attack animation is at least 95% complete and only is consumed if the player is capable of attacking.. meaning not in one of the Interrupts or Jumping etc.
15 Dec 2015, 11:55
Lots of activity as expected 😉
One thought I had was using Mecanim as a state machine to detect and set the right animations instead of trying to write one but still using SkeletonAnimator... has anyone attempted that? Seems like it could be a big help.