Ep. 10B | Adding an Attack State | Let’s Make A Metroidvania in Unity!




⚔️ Time to give our Player some real power! In this Unity 6 tutorial, we’ll create the Attack State, animate it, and sync the hit timing so damage actually lands at the right frame. To tie it all together, we’ll add our first Core Component: Combat, laying the foundation for a flexible combat system.

This is a big topic, but we’ll try to keep it as short, sharp, and practical possible — while setting up the backbone for all future combat mechanics.

We’ll cover:
🎬 Building the Attack State in our Player’s state machine
⏱ Timing up attack animations with damage events
⚔️ Connecting attacks to deal damage at the right moment
🧩 Adding our first Core Component: the Combat component

By the end, your Player will have a functional attack state with synced animation and damage, plus a modular Combat component you can expand into combos, special moves, or weapon systems in later videos.

🔗 Assets Used (Free for Commercial Use!)
Training Dummy → Otsoga’s Training Dummy
https://otsoga.itch.io/training-dummy

Character → Brullov’s Generic Character v.0.2
https://brullov.itch.io/generic-char-asset

Building Decorations → Brullov’s Castle of Despair
https://brullov.itch.io/2d-platformer-asset-pack-castle-of-despair

Cave Tilemap → Szadi’s Pixel Fantasy Caves
https://szadiart.itch.io/pixel-fantasy-caves

Kobold Warrior → Mattz Art’s Kobold Warrior Pack
https://xzany.itch.io/kobold-warrior-2d-pixel-art

💡 Support the Channel
Want more tutorials (2 per week!), early access, and source code? Join the community here:
👉 / nightrunstudio
Or become a YouTube member!

🎹 Music
Chasing Shadows – Night Run Studio
From the Willard soundtrack

⚡ Perfect for: Unity 6 Beginners, 2D Pixel Art Devs, Platformers, Combat Systems, Animation Timing, State Machine Tutorials

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