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Question by MagneticMincer · Jul 27, 2015 at 10:41 AM · animationcharacter controlleranimation controller

Character Doesn't Animate Properly When Stopped

My character has two animation sequences, idle and running. Whenever I transition into the running sequence my character doesn't return to the idle position. The running sequence is suppose to change to idle when "speed" is less than 0.01. Thanks!!

 using UnityEngine;
 using System.Collections;
 
 public class CharacterController : MonoBehaviour {
 
     //maximum player speed
     public float maxSpeed = 10f;
 
     //facing right is true
     bool directionRight = true;
 
     //reference to animator
     Animator anim;
     
     void Start () {
     
         //gets the animator
         anim = GetComponent<Animator>();
 
     }
     
     //don't need time.deltaTime in FixedUpdate
     void FixedUpdate () {
 
         //how much player is moving
         float move = Input.GetAxis ("Horizontal");
 
         //controls changes in animation & sets speed
         anim.SetFloat("speed", Mathf.Abs(move));
 
         //moves the player left/right based on maxSpeed
         GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
 
         //when moving left and not facing left, flip. when moving right and not facing right, flip.
         if(move > 0 && !directionRight)
             Turn ();
         else if(move < 0 && directionRight)
             Turn ();
     
 }
 
     void Turn () {
 
         //facing right is not true
         directionRight = !directionRight;
 
         //get the localScale
         Vector3 theScale = transform.localScale;
 
         //flip the x axis
         theScale.x *= -1;
 
         //apply theScale back to localScale
         transform.localScale = theScale;
 
     }
 
 }

alt text

screen-shot-2015-07-26-at-54353-pm.png (27.4 kB)
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