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Question by Tylerfumich87 · Dec 30, 2020 at 11:33 AM · c#charactercontroller

How do I make it so pressing my walk button triggers the walking animation, and then not pressing anything triggers idle?,Triggering a change in animation with the character controller?

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_FPSController : MonoBehaviour { public float walkingSpeed = 7.5f; public float runningSpeed = 11.5f; public float jumpSpeed = 8.0f; public float gravity = 20.0f; public Camera playerCamera; public float lookSpeed = 2.0f; public float lookXLimit = 45.0f;

 CharacterController characterController;
 Animator anim;
 Vector3 moveDirection = Vector3.zero;
 float rotationX = 0;

 [HideInInspector]
 public bool canMove = true;

 void Start()
 {
     characterController = GetComponent<CharacterController>();
     anim = GetComponent<Animator> ();

     // Lock cursor
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }

 void Update()
 {
     // We are grounded, so recalculate move direction based on axes
     Vector3 forward = transform.TransformDirection(Vector3.forward);
     Vector3 right = transform.TransformDirection(Vector3.right);
     // Press Left Shift to run
     bool isRunning = Input.GetKey(KeyCode.LeftShift);
     float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
     float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
     float movementDirectionY = moveDirection.y;
     moveDirection = (forward * curSpeedX) + (right * curSpeedY);

     if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
     {
         moveDirection.y = jumpSpeed;
     }
     else
     {
         moveDirection.y = movementDirectionY;
     }

     // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
     // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
     // as an acceleration (ms^-2)
     if (!characterController.isGrounded)
     {
         moveDirection.y -= gravity * Time.deltaTime;
     }

     // Move the controller
     characterController.Move(moveDirection * Time.deltaTime);

     // Player and Camera rotation
     if (canMove)
     {
         rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
         rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
         playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
         transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
     }
 }

},I'm trying to trigger my walk animation when my character starts to walk and my run animation when player holds leftShift. in the Animator I already set the conditions but how do I add them to my script? Right now, as soon as the game starts my character just walks even when the player isn't moving.

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_FPSController : MonoBehaviour { public float walkingSpeed = 7.5f; public float runningSpeed = 11.5f; public float jumpSpeed = 8.0f; public float gravity = 20.0f; public Camera playerCamera; public float lookSpeed = 2.0f; public float lookXLimit = 45.0f;

 CharacterController characterController;
 Animator anim;
 Vector3 moveDirection = Vector3.zero;
 float rotationX = 0;

 [HideInInspector]
 public bool canMove = true;

 void Start()
 {
     characterController = GetComponent<CharacterController>();
     anim = GetComponent<Animator> ();

     // Lock cursor
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }

 void Update()
 {
     // We are grounded, so recalculate move direction based on axes
     Vector3 forward = transform.TransformDirection(Vector3.forward);
     Vector3 right = transform.TransformDirection(Vector3.right);
     // Press Left Shift to run
     bool isRunning = Input.GetKey(KeyCode.LeftShift);
     float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
     float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
     float movementDirectionY = moveDirection.y;
     moveDirection = (forward * curSpeedX) + (right * curSpeedY);

     if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
     {
         moveDirection.y = jumpSpeed;
     }
     else
     {
         moveDirection.y = movementDirectionY;
     }

     // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
     // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
     // as an acceleration (ms^-2)
     if (!characterController.isGrounded)
     {
         moveDirection.y -= gravity * Time.deltaTime;
     }

     // Move the controller
     characterController.Move(moveDirection * Time.deltaTime);

     // Player and Camera rotation
     if (canMove)
     {
         rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
         rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
         playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
         transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
     }
 }

}

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