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Question by Dimitris4 · Mar 23, 2019 at 07:51 PM · 2d-platformerjump

Why only the first frame plays in my jump animation

As a starter on Unity I decided to download an asset and do the basics before I start creating my own using photoshop. So everything was going well (Im making a 2d platformer btw) until I got into jump animation. When I jump only the first frame of the animation plays. this is my script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class Controller : MonoBehaviour {

 public float Speed;

 public float jumpForce;

 private float playerInput;

 private Rigidbody2D rb;

 private bool facingRight = true;

 public Animator anim;

 public Transform groundCheck;

 public float radiusCheck;

 public LayerMask whatIsGround;

 bool isGrounded;

 private int extraJumps;

 public int jumpValue;
   
 void Start()
 {
     extraJumps = jumpValue;
     rb = GetComponent<Rigidbody2D>();
 }


 void FixedUpdate()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position,radiusCheck,whatIsGround);
     anim.SetFloat("speed", Mathf.Abs(playerInput));
     if(isGrounded == true && Input.GetKeyDown(KeyCode.UpArrow))
     {
         anim.SetBool("myManIsJumping", true);
     }
     else
     {
         anim.SetBool("myManIsJumping", false);
     }

     
     

     playerInput = Input.GetAxis("Horizontal");
     rb.velocity = new Vector2(playerInput * Speed, rb.velocity.y);

     if (facingRight == true && playerInput < 0)
     {
         flip();
     }
     else if (facingRight == false && playerInput > 0)
     {
         flip();
     }         

 }

 void flip()
 {
     facingRight = !facingRight;
     Vector3 Scaler = transform.localScale;
     Scaler.x *= -1;
     transform.localScale = Scaler;
 }

 void Update()
 {
     if(isGrounded == true)
     {
         extraJumps = jumpValue;
     }
  if(Input.GetKeyDown(KeyCode.UpArrow | KeyCode.W) && extraJumps > 0)
     {
         rb.velocity = Vector2.up * jumpForce;
         extraJumps--;
     }else if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps == 0 && isGrounded == true)
     {
         rb.velocity = Vector2.up * jumpForce;
     }
 }


}

If anyone can give me help I would appreciate it :)

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avatar image xxmariofer · Mar 23, 2019 at 10:08 PM 0
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you need to share screenshots/gif of the animator page for us to try and help you

avatar image Dimitris4 xxmariofer · Mar 24, 2019 at 06:56 PM 0
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@xxmariofer this is my picture of animatoralt text

Also now I cant even see which animation plays at the animator for some reason. I cant screenshot the green bar only filling the 1/20th of the jump animation. Any ideas whats wrong?

στιγμιοτυπο-οθονης-1.png (48.0 kB)
avatar image Dimitris4 xxmariofer · Mar 24, 2019 at 07:08 PM 0
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@xxmariofer also here is the gif too (Just found out I just didnt have selected my gameobject).alt text

jumpanimationnotworking.gif (482.6 kB)
avatar image xxmariofer Dimitris4 · Mar 24, 2019 at 09:35 PM 0
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It looks like the var that enables the jump to iddle animation is always tru, whats that variable name?

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