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Question by Creative Inventory · Nov 28, 2015 at 06:57 PM · animationblend tree

Animation not workng

Hey, I'm following a video tutorial on YouTube about player animation using blend trees. I followed the person's tutorial to the tea and I haven't received any errors in the console, the only problem is, is that when I played the game my player is not playing the animations no matter how many times I clicked. I created a click to move script (c#) for my player to move and (as mention) followed the person's tutorial exactly. I checked the animator window (whilst playing the game) and saw that my player Idle state was still playing and not playing the walking state, no matter where I moved. I think it might be because of :

     void Update () {

     if (Input.GetMouseButtonDown(0)) {
         target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         target.z = transform.position.z;
     }
     transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
     }

But I'm no genius! Want I want is for my player to do exactly what the video tutorial did but using (Input.GetMouseButtonDown(0)). Can anyone help me with my problem! Thank you, here is my full code:

       using UnityEngine;
      using System.Collections;

      public class move : MonoBehaviour {

 private Animator anim;
 public float speed = 15f;
 private Vector3 target;
 
 void Start () {
     target = transform.position;
     anim = GetComponent<Animator> ();
 }
 
 void Update () {
     if (Input.GetMouseButtonDown(0)) {
         target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         target.z = transform.position.z;
     }
     transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
     float inputX = Input.GetAxis ("Horizontal");
     float inputY = Input.GetAxis ("Vertical");

     anim.SetFloat ("SpeedX", inputX);
     anim.SetFloat ("SpeedY", inputY);
 }

 void FixedUpdate () {
     float LastInputX = Input.GetAxis ("Horizontal");
     float LastInputY = Input.GetAxis ("Vertical");

     if (LastInputX != 0 || LastInputY != 0) {
         anim.SetBool ("walking", true);
         if (LastInputX > 0) {
             anim.SetFloat ("LastMoveX", 1f);
         } else if (LastInputX < 0) {
             anim.SetFloat ("LastMoveX", -1f);
         } else {
             anim.SetBool ("walking", false);
         }
         if (LastInputY > 0) {
             anim.SetFloat ("LastMoveY", 1f);
         } else if (LastInputY < 0) {
             anim.SetFloat ("LastMoveY", -1f);
         } else {
             anim.SetFloat ("LastMoveY", 0f);
         }

     } else {
         anim.SetBool ("walking", false);
     }
 }  


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