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Question by Lonasora · Jun 24, 2017 at 11:38 PM · c#2d gameanimator2d-platformeranimator controller

animation script for 2D platformer issue

Hi! im not able to make other animations to loop, i have already checked loop Time and Loop Pose boxes, i think it is somthing i did wrong with my code. For example when i want my character to walk the animation gos for 0.2 or so sec and then stops and goes to idle.

code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class character_mov : MonoBehaviour
 {
     private CharacterController controller;
 
     private float verticalvelocity;
     private float gravity = 17.0f;
     private float jumpforce = 20.0f;
     private float characterspeed = 18.0f;
     private Animator Char_anim;
 
     
     void Start()
     {
         controller = GetComponent<CharacterController>();
         Char_anim = GetComponent<Animator>();
     }
 
     
     void Update()
     {
         if (controller.isGrounded)
         {
 
             verticalvelocity = -gravity * 2 * (Time.deltaTime);
             if (Input.GetKeyDown(KeyCode.LeftAlt))
             {
                 verticalvelocity = jumpforce;
                 Char_anim.SetTrigger("is_jumping");
             }
 
 
 
         }
         else
         {
 
             verticalvelocity -= gravity * 3 * Time.deltaTime;
         }
         Vector2 moveVector = Vector2.zero;
         moveVector.x = Input.GetAxis("Horizontal") * characterspeed;
         moveVector.y = verticalvelocity;
         controller.Move(moveVector * Time.deltaTime);
         
 
         if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.RightArrow))
         {
             Char_anim.SetBool("is_walking", true);
             Char_anim.SetBool("is_idle", false);
         }
         else
         {
             Char_anim.SetBool("is_walking", false);
             Char_anim.SetBool("is_idle", true);
         }
           
     }
 }
 
 
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Answer by webcam · Jun 25, 2017 at 04:54 AM

GetKeyDown is only called once, right at the start of when you press a key. Every other frame your else is running setting is_walking to false. Change GetKeyDown to GetKey and it should give you a better result.

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Answer by Lonasora · Jun 25, 2017 at 09:04 AM

Thank you! Works fine now :)

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