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Question by wingren013 · May 03, 2014 at 09:45 PM · animatormecanimanimator controllerstate

Animator not registering changes in parameters.

I have recently begun learning Mecanim. I did the Unity tutorial without issue but when I created a simple test with my own custom animation however the script does not seem to register button presses. I feel like I made an obvious error as I have only recently started using C# for unity due to the fact that I couldn't find any instruction on Mecanim for Javascript. Any help would be appreciated.

 using UnityEngine;
 using System.Collections;
 [RequireComponent(typeof (Animator))]
 public class caseset : MonoBehaviour {
     public static Animator anim;
     static bool wepmode = false;
     static bool wepmode2 = true;
     AnimatorStateInfo currentBaseState;
     //static int Wep = Animator.StringToHash("Base Layer.WeaponLower);
     // Use this for initialization
     void Start () {
 anim = GetComponent<Animator>();
 
     }
     void Update() {
         if (Input.GetKeyDown("space"))
             print("space key was pressed");
             anim.SetBool("wep", true);
         //print (anim.GetBool ("wep"));
     }
 
     // Update is called once per frame
     void FixedUpdate () {
         bool h = Input.GetButton("space");
         float v = Input.GetAxis ("Vertical");
         anim.SetFloat ("vert", v);
         anim.SetBool ("wep", h);
         wepmode = anim.GetBool("wep");
         currentBaseState = anim.GetCurrentAnimatorStateInfo (0);
     if(Input.GetButton("space")) {
             anim.SetBool("wep", true);
             wepmode = true;
     }
 }
 }
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avatar image robcbryant · Aug 20, 2015 at 04:51 PM 0
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By script not registering button presses--is the print command not working?(I normally use Debug.Log("message here")--I find it's a bit more reliable.

If you are getting that message, are the parameters in the Animator window being flagged true/false and the float being updated with a number while the game is running in the editor?

Also, I'm assu$$anonymous$$g you mean for this code to both print and set the animator state if the If clause is true--in this case it's just printing a message and every update the "wep" is set to true:

  if (Input.Get$$anonymous$$eyDown("space"))
      print("space key was pressed");
      anim.SetBool("wep", true);
  //print (anim.GetBool ("wep"));


Should be changed to:

  if (Input.Get$$anonymous$$eyDown("space")){//OPENING BRAC$$anonymous$$ET
      print("space key was pressed");
      anim.SetBool("wep", true);
      //print (anim.GetBool ("wep"));
   }//CLOSING BRAC$$anonymous$$ET

You want all that block of code ONLY being ran if the if statement is true--otherwise it will just run the first line and treat the second as separate from the if statement.

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