I saw in the Section “Player Melee Damage” we are damaging our enemies based on time. Wouldn’t it be more accurate if we were damaging our enemies when the collider of our weapon hits them? Obviously, we should be enabling the collider when the player is attacking and disabling when he is not to avoid unwanted damage such as the player walking too close to the enemy. What do you think?
Another way is to add an event mark on specific animation, this called an specific function when the animation is at the right time.
@69Unbalance yes, actually I think it’s a good idea to have the weapon’s collider disabled and enable it when the attack animation starts as you were suggesting via event, and disable it again with another event when the animation is finished…