Animations and Animator don't work - 2D Platformer Game for Android
Hi guys, actually I don't know where I should start from but I'll try to explain my problem. Because it makes me crazy, because my animations don't work even though I don't get any error.
Before I added character selector page, my main character was working properly. But then jump, walk and run animations stop working. I deleted character selector page and scripts but still dont work. I didn't change anything. I just saved my main character as a prefab. That's all. Whatever I've tried, animator and animations don't work even though I created new project and did the same like before stop working. I'd be so glad, if you help me. Thank you so much in advance.
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class PlayerMovement : MonoBehaviour
    {
 public float walkSpeed;
 public float jumpSpeed;
 public float doubleJumpSpeed; 
 internal bool canDoubleJump;
 public bool isGrounded;
 Transform groundCheck;
 const float groundCheckRadius=0.2f;
 public LayerMask groundLayer;
 Rigidbody2D rb;
 Animator playerAnimController;
 void Awake()
 {
     rb = GetComponent<Rigidbody2D>();
 }
 void Start()
 {
     playerAnimController = GetComponent<Animator>(); 
     groundCheck = transform.Find("groundCheck"); 
 }
   void Update()
  {
     transform.Translate(walkSpeed * Time.deltaTime, 0, 0);
     updateAnimations();
  }
    void FixedUpdate() {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
  }
  void updateAnimations() {
    
     playerAnimController.SetFloat("VelocityX",Mathf.Abs(rb.velocity.x));
     playerAnimController.SetBool("isGrounded", isGrounded);
     playerAnimController.SetFloat("VelocityY", rb.velocity.y);
 }
   public void DoubleJump() {
     if (isGrounded)
     {
         rb.AddForce(new Vector2(0, jumpSpeed));
         canDoubleJump = true;
         }
     else if (!isGrounded && canDoubleJump) {
         canDoubleJump = false;
         rb.AddForce(new Vector2(0, doubleJumpSpeed), ForceMode2D.Impulse);
     }
   }
   }
 
               
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