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Question by N1warhead · Dec 10, 2014 at 07:20 AM · mecanimanimations

Animations not working like they should

Hey guys, I'm doing my mecanim Animations the way I have ALWAYS done them, but now for some reason I'm either missing something that is very important or the Unity 4.6 is different than 4.5.

Here is my Code.

 // Update is called once per frame
     void Update () {
 
         if (Input.GetKey (KeyCode.W)) {
             transform.Translate (Vector3.forward * WalkSpeed * Time.deltaTime);
             anim.SetFloat ("Run1", 1);
             }
         if (Input.GetKeyUp (KeyCode.W)) {
             anim.SetFloat ("Run1", 0);
                 }
 
         if(Input.GetKey(KeyCode.S)){
             transform.Translate (Vector3.back * WalkSpeed * Time.deltaTime);
             anim.SetFloat ("Run1", 1);
         } 
         if (Input.GetKeyUp (KeyCode.S)) {
             anim.SetFloat ("Run1", 0);
         }
 
         if (Input.GetKey (KeyCode.A)) {
             transform.Translate(Vector3.left * WalkSpeed * Time.deltaTime);
             anim.SetFloat ("Run1", 1);
         }
         if (Input.GetKeyUp (KeyCode.A)) {
             anim.SetFloat ("Run1", 0);
         }
 
         if(Input.GetKey(KeyCode.D)){
             transform.Translate(Vector3.right * WalkSpeed * Time.deltaTime);
             anim.SetFloat ("Run1", 1);
         } 
         if (Input.GetKeyUp (KeyCode.D)) {
             anim.SetFloat ("Run1", 0);
         }



Okay, well, I've tried ELSE statment for returning my SetFloat to 0 and only the last Key ("D") works.

Well the way it's set up now (the way I've always done it). It plays and stops the animation fine, however, lets say I hold down

W and D to walk at an angle. Well lets say I let go of D

Well the animation goes back to IDLE by setting the float back to 0 for a split second and goes back to running animation.

I'm confused, because this is the way I've always done it and now it's acting weird. Is there another way to go about doing this guys?

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