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Question by aman099 · Feb 19, 2018 at 04:37 PM · #pragma

How can I make my character turn back and continue running?

How can i make my character turn back instead of doing Running in forward(animation)and moving backwards).I want to rotate him by 180 degrees. Also what is the best way I could make him Jump as well as Sync his Mixamo animation so that it appears as if he's Jumping .

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; public class Controls : MonoBehaviour { static Animator anim;

 public float speed = 10.0f;
 public float rotationSpeed = 100.0f;


 //Jump Mech Tools............
 public Vector3 jump;
 public float jumpForce = 2.0f;

 public bool isGrounded;
 Rigidbody rb;
 //Jump ...............

 // Use this for initialization
 void Start()
 {
     anim = GetComponent<Animator>();
     rb = GetComponent <Rigidbody >();
     jump = new Vector3(0.0f, 2.0f, 0.0f);

 }


 void OnCollisionStay()
 {
     isGrounded = true;
 }
 // Update is called once per frame
 void Update()
 {
     float translation = CrossPlatformInputManager.GetAxis("Vertical") * speed;
     float rotation = CrossPlatformInputManager.GetAxis("Horizontal") * rotationSpeed;
     translation *= Time.deltaTime;
     rotation *= Time.deltaTime;
     transform.Translate(0, 0, translation);
     transform.Rotate(0, rotation, 0);
     Debug.Log("Translation = "+translation+ "\n"+"Rotation ="+rotation );

     if(CrossPlatformInputManager.GetButtonDown("Jump") && isGrounded){//ad

         anim.SetTrigger("isJumping");//added
         anim.SetBool("isRunning", false);
         anim.SetBool("isIdle", false);
         rb.AddForce(jump * jumpForce, ForceMode.Impulse);//ad
         isGrounded = false;//ad
     }

  //   if (CrossPlatformInputManager.GetButtonDown("Jump"))

     //   {  anim.SetTrigger("isJumping");}




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

 }

}

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