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Question by tmscaf · Oct 07, 2020 at 12:38 AM · animationcollisionrigidbody2dcollision detectioncollider2d

Unable to stop animation upon collision (2d, animation, rigidbody)

Can someone help me determine what is preventing my player from stopping when colliding with an object? My movement script which has the collision logic built into it notifies me when a collision takes place via debug.log, which tells me triggers are setup correctly. But I simply can't figure out how to stop the animation movement of the player (first off), and IF he will he will continue to move if I click a new location for him to move to.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class touchplayermovement : MonoBehaviour
 {
     public Animator anim;
     public Vector3 target = new Vector3();
     public Vector3 direction = new Vector3();
     public Vector3 position = new Vector3();
     public float speed = 2.0f;
     public Rigidbody2D rb;
 
     void Start()
     {
         anim = gameObject.GetComponent<Animator>();
         rb = gameObject.GetComponent<Rigidbody2D>();
     }
     void Update()
     {
         position = gameObject.transform.position;
         if (Input.GetMouseButtonDown(0))
         {
             target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             target.z = 0;
         }
         if (target != Vector3.zero && (target - position).magnitude >= .06)
         {
             direction = (target - position).normalized;
             gameObject.transform.position += direction * speed * Time.deltaTime;
             anim.SetBool("iswalking", true);
             anim.SetFloat("input_x", direction.x);
             anim.SetFloat("input_y", direction.y);
             // Debug.Log("Walking");
             // Debug.Log(transform.position);
         }
         else
         {
             direction = Vector3.zero;
             anim.SetBool("iswalking", false);
             // Debug.Log("Stopped");
             // Debug.Log(transform.position);
         }
     }
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
             
             Debug.Log("Collision detected");
             direction = Vector3.zero;
             anim.SetBool("iswalking", false);
             rb.isKinematic = false;
     }
 }
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avatar image tmscaf · Oct 07, 2020 at 09:43 PM 0
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Bumping as I'm now able to detect collision by way of getting my trigger setup and proof through debug.log. I'm however still trying to figure out why my character will not stop upon collision.

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