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Question by rizqyaza · Mar 15, 2016 at 01:23 PM · animation

Can Not Load Animation of Jump

I have problem about my player who I make. It can walk and idle, but it can't jump. This is my source code. Could you help me, please?

 using UnityEngine;
 using System.Collections;
 
 public class PlayerCowok : MonoBehaviour {
     
     public float maxSpeed = 5;
     public float speed = 50f;
     public float jumPower = 1000f;
     
     public bool grounded;
     
     private Rigidbody2D rb2d;
     private Animator anim;
     
     
     // Use this for initialization
     void Start () 
     {
         rb2d = gameObject.GetComponent<Rigidbody2D>();
         anim = gameObject.GetComponent<Animator>();
         
     }
     
     // Update is called once per frame
     void Update () 
     {
         anim.SetBool("Grounded", grounded);
         //anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis("Horizontal")));
         anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x));
         
         if (Input.GetAxis("Horizontal") < -0.1f)
         {
             transform.localScale = new Vector3(-38, 38, 38);
         }
         if (Input.GetAxis("Horizontal") > 0.1f)
         {
             transform.localScale = new Vector3(38, 38, 38);
         }
         
         if (Input.GetButtonDown ("Jump") && grounded)
         {
             rb2d.AddForce(Vector2.up * jumPower);
         }
     }
     
     void FixedUpdate()
     {
         float h = Input.GetAxis("Horizontal");
         
         //moving player
         rb2d.AddForce((Vector2.right * speed) * h);
         
         //limiting the speed of player
         if (rb2d.velocity.x > maxSpeed)
         {
             rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
         }
         
         if (rb2d.velocity.x < -maxSpeed)
         {
             rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
         }
     }
 }
 
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avatar image Ali-hatem · Mar 15, 2016 at 05:30 PM 0
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if (Input.GetButtonDown ("Jump") && grounded) // you didn't deter$$anonymous$$e how the player will be grounded before testing it & anim.SetBool("Grounded", grounded); is setting the animator Grounded to grounded which again you didn't deter$$anonymous$$e so you can use grounded = Physics2D.OverlapCircle (); & sorry it can not be described here so wach this tutorial from $$anonymous$$ute 51 youtube

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