Tier 3 Series 204

204E: The Event Trigger

Pilot Record
Student Profile
"Embedding "Animation Events" (triggers on specific frames) inside an Animation Clip is dangerous. If you swap the "Reload" animation for a new one, the "RefillAmmo" event disappears, and the gun never reloads. A Pilot puts logic in the State Machine."

The Concept: StateMachineBehaviour

Scripts that live on the Animator nodes, not the GameObject.

* **OnStateEnter:** "Start Sound."
* **OnStateExit:** "Refill Ammo."
* **Benefit:** The logic persists even if you change the animation clip.
Red Flag Detected

The AI Trap: "The Hidden Hook"

You ask the AI: "Play a footstep sound when the foot hits the ground."

// AI-Generated Code: Fragile Dependency
// The AI adds an "Animation Event" to frame 12 of "Walk.anim".
// Function: PlayFootstep()

This is "The Silent Crash." If an artist shortens the clip to 10 frames, the event is deleted, and the sound breaks with no error message.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Pilot's Correction

Corrective Protocol
// Corrected: Architectural Logic
public class Footstep : StateMachineBehaviour {
    override public void OnStateUpdate(...) {
        // Logic based on normalized time, independent of clip length
    }
}
Your Pilot Command
> A skilled Pilot directs the AI to use Behaviors. You command: "Create a FootstepBehaviour script and attach it to the Walk state in the Animator window."
Next Mission
The Root Drive