An Animation is a display of several related Sprites one at a time. This example animates a Triple Shot sprite with different font colors appearing.
Highlight the desired object in the hierarchy.
Highlight Triple_Shot_Powerup
From the Window menu, select Animation — Animation
Highlight, select from the Window menu
Unity pops up an Animation Window, which can be docked next to the Console and Game tabs. (or not, for wide screen developers)
Dock the Animation pane with the Console and Game panes
Click “Create”
Create new Animator and Animation
Create a new folder in the project assets to file animations
Create New folder to organize animation assets
When naming saving the animation asset, use ‘_’ underscores.
New animation file name
This is an animation dopesheet:
Animation dopesheet
Here is the animation process:
(a) press red record button to start recording (0:00–0:something timer changes color).
(b) drag and drop images to the sheet below the 0:00 — 0:something timer, also drag multiple images.
Press Record and drag images
After the image(s) drop, the detail appears on the timeline.
Image detail on timeline
Press the record button a second time to end recording. Now the Dopesheet rewind, play, and step frame by frame control buttons can be used to review the animation.
Dopesheet with frame by frame, play and rewind buttons
The animation now appears in the assets pane with its “Triple_Shot_powerup” controller.
Animation listed in Assets
Highlighting the GameObject shows the Animator as an additional component with the “Triple_Shot_Powerup” added as “Controller”
Inspector for GameObject listing new Animation component
Double clicking the animation in the Assets, or clicking “Open” in the Inspector opens the Animation controller pane.
Animation in Inspector with Open button
The controller pane maps out the animation. After “Entry”, the orange animation loops.
Animation controller with map
Testing the Animation
To view the animation of the gameObject without the object moving around on the screen, highlight the Prefabs object and set the variable [Serialized] _speed to zero.
Prefab object’s variable Speed set to zero
Animation looping is a Unity default. There is a check box to stop looping. Highlight the animation in the Assets pane and uncheck the box in the Inspector.Animation Loop Time check box in Inspector