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Question by gabrielemuratori · Jan 16, 2020 at 08:06 PM · 2d2d gameplatformer2d animation

Stop jump animation

How do I stop my jump animation after my player has reached the ground?

 public class CharacterController : MonoBehaviour
 {
     public float moveSpeed = 5f;
     public bool isGrounded = false;
     public Sprite player;
     float horizontalMove;
     private Animator anim;
 
  
    
 void Start()
     {
         anim = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void Update()
     {
 
         Jump();
      
         Vector3 movement = new Vector3(Input.GetAxis("Horizontal"),0f,0f);
         transform.position += movement * Time.deltaTime * moveSpeed;
         anim.SetFloat("Speed", Mathf.Abs(0f)); //This is where I'm trying to change thee variable to stop the animation, but this part is not working
     }
  
 void Jump()
     {
          if (Input.GetButtonDown("Jump") && isGrounded == true)
         {
 
             gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
             
             anim.SetFloat("Speed", Mathf.Abs(5f));  //Here I'm changing the variable so that the animation starts
         }
     }
 
 }






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avatar image unity_G8lIE5jbFrgdwg · Jan 17, 2020 at 10:58 AM 0
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can you show a screenshot of your animator?

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Answer by oboy_gamer · Jan 19, 2020 at 09:55 AM

You are resetting the value every frame. The animation doesn't get a chance to start playing. Instead, add an if statement.

 if (isGrounded){
     anim.setFloat("Speed", 0f);
 }
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