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Question by greyat6 · Jun 12, 2020 at 08:10 PM · animationcharactercontrollercharacter movement

i cant figure out what is wrong with my code. it is for animation transition and basic movement controls.

(public class platformercontroller : MonoBehaviour {

 private Rigidbody2D rb;
 public float speed;
 public float jumpForce;
 
 private bool isGrounded;
 
 public float checkRadius;
 public LayerMask whatIsGround;
 private bool doubleJump;
 public float jumpTime;
 private bool isJumping;
 private float jumpTimeCounter;
 private float moveInput;
 public Transform feetPos;
 



 private Animator anim;
 
 


 private void Start()
 {
     anim = GetComponent<Animator>();
     rb = GetComponent<Rigidbody2D>();
 }


 void FixedUpdate(){
     moveInput = Input.GetAxisRaw("Horizontal");
     rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
 }
 private void Update()
 {
     isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);

     if(isGrounded == true && Input.GetKeyDown(KeyCode.Space))
     {
         anim.SetTrigger("take off");
         isJumping = true;
         jumpTimeCounter = jumpTime;
         rb.velocity = Vector2.up * jumpForce;
     }

     if(isGrounded == true)
     {
         doubleJump = false;
         anim.SetBool("isJumping", false);
     }
     else {
         anim.SetBool("isJumping", true);
     }

     if(Input.GetKey(KeyCode.Space) && isJumping == true)
     
     {
         if(jumpTimeCounter > 0)
         {
            rb.velocity = Vector2.up * jumpForce;
            jumpTimeCounter -= Time.deltaTime;
         }
         else
         {
           isJumping = false;
         }

     }
        if(Input.GetKeyUp(KeyCode.Space))
        {
           isJumping = false;
        }
     
 



 if(isGrounded == false && doubleJump == false && Input.GetKeyDown(KeyCode.Space))
 {
     isJumping = true;
     doubleJump = true;
     isJumping = true;
     jumpTimeCounter = jumpTime;
     rb.velocity = Vector2.up * jumpForce;
 }

 float moveInput = Input.GetAxisRaw("Horizontal");
 rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

 if(moveInput == 0) 
 {
         anim.SetBool("isRunning", false);
 }
 else 
 {
     anim.SetBool("isRunning", true);
  }

 if(moveInput < 0)
 {
      transform.eulerAngles = new Vector3(0, 180, 0);  
 }
 else if(moveInput > 0)
 {
      transform.eulerAngles = new Vector3(0, 0, 0);
 }

} })

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avatar image Hellium · Jun 12, 2020 at 10:41 AM 0
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How can we know better what's wrong with your code if you don't explain what's wrong with the current behaviour and what exactly you want to achieve?

avatar image greyat6 · Jun 12, 2020 at 07:55 PM 0
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This is a 2D player Controller that was working fine until i tried to add the animation transition part. The animation transition code is supposed to change from idle to run when i tap the arrow keys and to jump from any state. the jump has both a take off animation and land animation.

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