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Question by TigerTob · Mar 05, 2020 at 04:21 PM · animationmovementblend treeidle animations

8 Directional movement animations for mobile

Hello, I am making a mobile game with a top down 8 directional movement system. The movement and the movement animations work great. My problem is with the Idle animations, as they will only show the diagonal ones. I am using blend trees for the animations.

Here is my Script: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;

 public class Character : MonoBehaviour {
     
     float dirX, dirY, rotateAngle;
     public int maxHealth;
     public int currentHealth;
     public int gold;
     public GameObject hitEffect;
     public HealthBar healthBar;
     public Animator anim;
     
     [SerializeField]
     float moveSpeed = 2f;
     [SerializeField]
     float bulletSpeed = 5f;
     [SerializeField]
     Rigidbody2D bullet;
     
     void Start () {
         currentHealth = maxHealth;
         healthBar.SetMaxHealth(maxHealth);
         rotateAngle = 0f;
         anim = GetComponent<Animator>();
         anim.speed = 1;
     }    
     void Update () {
         Move ();
         //Fire ();
         //Rotate ();        
         float lastInputX = CrossPlatformInputManager.GetAxis("Horizontal");
         float lastInputY = CrossPlatformInputManager.GetAxis("Vertical");
 
         if (lastInputX != 0 || lastInputY != 0)
         {
             anim.SetBool("Walking", true);
             if (lastInputX > 0)
             {
                 anim.SetFloat("LastMoveX", 1f);
             } else if (lastInputX < 0) 
             {
                 anim.SetFloat("LastMoveX", -1f);
             }else
             {
                 anim.SetFloat("LastMoveX", 0f);
             }
 
             if (lastInputY > 0)
             {
                 anim.SetFloat("LastMoveY", 1f);
             }
             else if (lastInputY < 0)
             {
                 anim.SetFloat("LastMoveY", -1f);
             }
             else
             {
                 anim.SetFloat("LastMoveY", 0f);
             }
             anim.Play("Walk");
         }
         else
         {
             anim.SetBool("Walking", false);
             anim.Play("Idle");
         }
         float inputX = CrossPlatformInputManager.GetAxis("Horizontal");
         float inputY = CrossPlatformInputManager.GetAxis("Vertical");
 
         anim.SetFloat("SpeedX", inputX);
         anim.SetFloat("SpeedY", inputY);
     }
     
     void Move()
     {
         dirX = Mathf.RoundToInt(CrossPlatformInputManager.GetAxis ("Horizontal"));
         dirY = Mathf.RoundToInt(CrossPlatformInputManager.GetAxis ("Vertical"));
 
         transform.position = new Vector2 (dirX * moveSpeed * Time.deltaTime + transform.position.x,
             dirY * moveSpeed * Time.deltaTime + transform.position.y);
     }
     public void TakeDamage(int damage)
     {
         Instantiate(hitEffect, transform.position, Quaternion.identity);
         currentHealth -= damage;
         healthBar.SetHealth(currentHealth);
         if (currentHealth <= 0)
         {
             Destroy(gameObject);
             Debug.Log("Dead");
         }
     }
     private void OnTriggerEnter2D(Collider2D other)
     {
         if (other.gameObject.CompareTag("Coin"))
         {
             ScoreTextScript.coinAmount += 1;
             Destroy(other.gameObject);
         }
     }
 }
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