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Question by AshAl1 · Feb 17, 2017 at 10:30 PM · c#3danimatorendless runneranimationcurve

Using animation curves for fall and roll-over in and endless runner 3d

Hi, I'm experimenting my game which is an endless runner 3d and I came across this issue. Firstly I went through this great tutorial that taught me how to use animation curves. I applied them. Seems to me even though I add them according to the tutorial, it does't work. The curves values seem to change in the animator window parameters but the character controller doesn't seem to get those values accordingly.

I do made some changes according to my preferences that instead of using animation trigger collider box, I did an algorithm when the player is not on ground, go to fall and when touches the ground roll.

I have two curves in each animation clip such as colliderHeight and colliderY and I use a Character controller. ( the tutorial use Capsule Collider)

Here's my code:

 private Animator anim;
 private AnimatorStateInfo currentBaseState;
 private static int fallState = Animator.StringToHash("Base Layer.Fall");
 private static int rollState = Animator.StringToHash("Base Layer.Roll");
 private static int locoState = Animator.StringToHash("Base Layer.Run");
     
 void Update()
     {
         currentBaseState = anim.GetCurrentAnimatorStateInfo(0);
 
         if (controller.isGrounded)
         {
 
             if (isGround())
             {
                 grounded = true;
                 jump = false;
                 fall = false;
 
                 verticalVelocity = -0.5f;
 
                 if (Input.GetButtonDown("Jump") && grounded)
                 {
                     verticalVelocity = jumpForce;
                     grounded = false;
                     jump = true;
                 }
 
                 else if (currentBaseState.fullPathHash == fallState && !grounded)
                 {
                    Debug.Log("falling");
                    controller.height = anim.GetFloat("ColliderHeight");
 
                    controller.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
                 }
                 if (currentBaseState.fullPathHash == rollState)
                 {
                    //if (!anim.IsInTransition(0))
                    controller.height = anim.GetFloat("ColliderHeight");
 
                    controller.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
                 }
 
             }
 
 
             //else if (currentBaseState.fullPathHash == fallState)
             //{
             //    Debug.Log("falling");
             //    //grounded = false;
             //    controller.height = anim.GetFloat("ColliderHeight");
 
             //    controller.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
             //}
             //else if (currentBaseState.fullPathHash == rollState)
             //{
             //    //grounded = true;
             //    if (!anim.IsInTransition(0))
             //        controller.height = anim.GetFloat("ColliderHeight");
 
             //    controller.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
             //}
             else
             {
                 grounded = false;
                 jump = false;
                 fall = true;
 
                 if (fall)
                 {
                     Debug.Log("Falling");
                     //controller.height = anim.GetFloat("ColliderHeight");
                 }
             }
 
 
             anim.SetBool("Grounded", grounded);
             anim.SetBool("Jump", jump);
             anim.SetBool("Fall", fall);
 
         }
 
         
 
         
 
         if (isChangingLane)
         {
             if (Mathf.Abs(transform.position.x - locationAfterChangingLane.x) < 0.1f)
             {
                 isChangingLane = false;
                 moveVector.x = 0f;
             }
 
 
         }
 
         MoveLeftRight();
 
         verticalVelocity -= gravity * Time.deltaTime;
         moveVector.y = verticalVelocity;
         // Z - Forward and Backward
         moveVector.z = speed;
 
         controller.Move(moveVector * Time.deltaTime);
 
     }

What am I doing wrong. How do I correctly configure. Help would be appreciated.

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