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Question by AltekGames · Sep 12, 2017 at 11:36 AM · c#animationcharacter movement

How to stop animations from cancelling out each other - C#

Hi, I'm new to Unity and game engines in general. I'm trying to make a 3rd person 1v1 sort of game, but I'm stuck with animations. I have set up basic movement animations but when I would press a key such as 'W' to move the character forward, the walk animation would play forever. Furthermore, if I press 'Space' to Jump and then right after press another animation key, the Jump animation would instantly cancel out and play the other animation.

What I'm wondering is how do I stop the 'Jump' animation from canceling when I press another key and how do I make movement animation play only when holding down the key and stopping them when I let go. (FYI, the anim.Stop command doesn't work for some reason). I would greatly appreciate it if someone could help me out!

Thanks a lot!

My animation code is below:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class KnightAnim : MonoBehaviour {
 
     private Animator anim;
 
 
     void Start () {
 
         anim = GetComponent<Animator> ();
     }
 
     void Update () {
 
         if (Input.GetButtonDown ("Jump"))
             anim.Play ("Jump");
 
         if (Input.GetKeyDown(KeyCode.UpArrow))
             anim.Play ("Walk");
 
         if (Input.GetKeyDown (KeyCode.W))
             anim.Play ("Walk");
             
         if (Input.GetKeyDown(KeyCode.Q))
             anim.Play ("Run");
 
         if (Input.GetKeyDown(KeyCode.LeftArrow))
             anim.Play ("StrafeLeft");
 
         if (Input.GetKeyDown(KeyCode.A))
             anim.Play ("StrafeLeft");
 
         if (Input.GetKeyDown(KeyCode.RightArrow))
             anim.Play ("StrafeRight");
 
         if (Input.GetKeyDown(KeyCode.D))
             anim.Play ("StrafeRight");
 
         if (Input.GetKeyDown(KeyCode.DownArrow))
             anim.Play ("WalkBack");
 
         if (Input.GetKeyDown(KeyCode.S))
             anim.Play ("WalkBack");
         
         if (Input.GetKeyDown (KeyCode.E))
             anim.Play ("RunJump");
     }
 }



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Answer by PersianKiller · Sep 13, 2017 at 07:11 AM

hey dude,you should create a condition to stop playing animation when you're not pushing keys.

watch this it might help.this is not an English site. first click on 1,then click on 2 to download the tutorial.

http://s9.picofile.com/file/8306314718/bandicam_2017_09_13_00_53_30_427.mp4.html

alt text

     using System.Collections;
          using System.Collections.Generic;
         using UnityEngine;

              public class move : MonoBehaviour {

 public Animator aa;
 // Use this for initialization
 void Start () {
     aa = GetComponent<Animator> ();
 }
 
 // Update is called once per frame
 void Update () {

     if (Input.GetAxisRaw ("Horizontal") == 0) {
         //it means that youre not pushing move keys [ a left arrow , d right arrow]
         aa.Play("idle");

     }
     if (Input.GetAxisRaw ("Horizontal") != 0) {
         //it means that youre   pushing move keys [ a left arrow , d right arrow]

         aa.Play("run");

     }


     
 }

}


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