Custom Animator Tool

My Custom Animator for HexTurn

This is a custom animation system and editor tool I built in Unity for my project HexTurn. Instead of using a large controller setup, I created a focused workflow for sprite-based state animations and transitions.

The system includes both an editor graph and a runtime animation player:

  • Visual graph editor window to create and manage animation states.
  • Drag-and-connect transitions between states using Unity GraphView.
  • Special Any node support for global transitions.
  • State rename/delete handling with automatic transition updates.
  • Default state management directly from the editor.
  • Transition inspector with parameter, comparison, and threshold values.
  • Curve offset for reverse transitions so graph links are readable.
  • Runtime sprite playback with looping idle animations and one-shot clips.

Why I built it: I wanted an animator workflow tailored to my game logic, with clear state control and faster iteration while designing exploration/combat visuals.

Core scripts used in this tool:

  • ExplorationAnimatorWindow.cs - custom editor window and inspector panels.
  • AnimatorGraphView.cs - node graph, connections, selection and callbacks.
  • AnimatorStateNode.cs - editable state nodes with default-state feedback.
  • AnimatorEdge.cs - transition edge visuals and curved reverse links.
  • SpriteAnimationPlayer.cs - runtime frame playback (loop and play-once).

Here are some screenshots of the custom animator workflow:

Custom Animator Graph View Custom Animator Inspector Panel Transition Editing in Custom Animator