Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by ZetaOP · Sep 01, 2015 at 08:19 PM · c#animationscripting problem

Jump Animatoin clip error

Hello guys, i've been trying to make a 3rd person game animations are controlled by a script.

Run and Idle works fine but when i use jump animation, the clip doesn't run completely. It runs until i release the space bar and then goes back to idle. here is the script i am using for 3rd person controller.

 using UnityEngine;
 using System.Collections;
 
 public class CharacterController : MonoBehaviour {
 
     public Animator animator;
 
 
 
     [System.Serializable]
     public class MoveSettings
     {
         public float forwardVel = 9;
         public float rotateVel= 80;
         public float jumpVel =25; 
         public float distToGrounded =0.1f;
         public LayerMask ground;
 
     }
 
     [System.Serializable]
     public class PhySettings
     {
         
         public float downAccel=0.75f;
         
     }
 
 
     [System.Serializable]
     public class InputSettings
     {
         
         public float inputDelay = 0.1f;
         public string FORWARD_AXIS= "Vertical";
         public string TURN_AXIS= "Horizontal";
         public string JUMP_AXIS= "Jump";
         
     }
 
     public MoveSettings moveSetting = new MoveSettings ();
     public PhySettings phySetting = new PhySettings ();
     public InputSettings inputSetting = new InputSettings ();
 
 
     Vector3 velocity= Vector3.zero;
     Quaternion targetRotation;
     Rigidbody rBody;
 
     float forwardInput, turnInput, jumpInput;
 
     public Quaternion TargetRotation{
 
         get {return targetRotation;}
     }
 
     bool Grounded ()
     {
         return Physics.Raycast (transform.position, Vector3.down, moveSetting.distToGrounded, moveSetting.ground);
 
     }
 
 
     // Use this for initialization
     void Start () {
 
         //ANIMACIONES
         animator = GetComponent<Animator>();                            
         //FIN ANIMACIONES
 
         targetRotation = transform.rotation;
         if (GetComponent<Rigidbody> ()) {
             rBody = GetComponent<Rigidbody> ();
         } else {
             Debug.LogError("NECESITA UN RIGIDBODY EL PERSONAJE.");
         }
 
         forwardInput = turnInput = jumpInput = 0;
 
 
 
     }
 
     void GetInput()
     {
 
         forwardInput = Input.GetAxis (inputSetting.FORWARD_AXIS);
         turnInput = Input.GetAxis (inputSetting.TURN_AXIS);
         jumpInput = Input.GetAxisRaw (inputSetting.JUMP_AXIS);
     
 
     }
 
     // Update is called once per frame
     void Update () {
         GetInput ();
         Turn ();
 
 
     }
 
     
 
     void FixedUpdate()    {
 
         animator.SetFloat ("Run", forwardInput);
         animator.SetFloat ("Jump", jumpInput);
         Run ();
         Jump ();
         rBody.velocity = transform.TransformDirection (velocity);
     
     }
 
     void Run(){
         if (Mathf.Abs (forwardInput) > inputSetting.inputDelay) {
             //..move
 
             velocity.z = moveSetting.forwardVel*forwardInput;
 
 
                     
         } else {
         // ZERO-Velociddad.
             velocity.z=0;
                 }
 
     }
 
     void Turn(){
     if(Mathf.Abs(turnInput)>inputSetting.inputDelay){
             targetRotation*=Quaternion.AngleAxis(moveSetting.rotateVel*turnInput*Time.deltaTime, Vector3.up);
 
         }
         transform.rotation = targetRotation;
     }
 
     void Jump()    {
         if (jumpInput > 0 && Grounded ()) {
 
             // JUMP
 
             velocity.y=moveSetting.jumpVel;
         
         } else if (jumpInput == 0 && Grounded ()) {
             //ZERO OUT OUR VELOCITY.Y
             velocity.y=0;
 
 
         } else
         {
 
         //DECRASE VELOCITY.Y
 
             velocity.y-=phySetting.downAccel;
         
         }
 
     }
 
 
 
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Maruder · Sep 11, 2015 at 09:19 AM

Hello,

It appears to me that u are setting floats only found under the parameters tab of the animator window in Unity. In particular, you are setting "Run" and "Jump" floats only found in the unity editor. It would be helpful to see what conditions you put under the parameters tab of the animator window so I can help you out with this problem.

    void FixedUpdate()    {
  
          animator.SetFloat ("Run", forwardInput);
          animator.SetFloat ("Jump", jumpInput);
          Run ();
          Jump ();
          rBody.velocity = transform.TransformDirection (velocity);
      
      }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ZetaOP · Sep 14, 2015 at 01:29 PM 0
Share

Thanks $$anonymous$$aruder for your help

These are the animator settings I am using.

http://imgur.com/4dkuj2v,k3AzgOr,AAR2kp9,mkpuAkL,$$anonymous$$FZqV3p,UtXOPBy#1 I hope it can help.

avatar image Maruder ZetaOP · Sep 17, 2015 at 06:23 AM 0
Share

@ZetaOP

For this script you might want to try using Input.GetButtonDown or Input.GetAxis function for the jumping to see if that fixes your problem of your clip not properly finishing the jump. GetAxisRaw function only returns either -1 or 1 as directional input for your jump.

Also you may want to use Debug.Logs for jumpInput to see whether or not your jump input are passing the conditions to change from jump to idle.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

29 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How too climb a ladder with the FPS Controller correctly 0 Answers

OVR Walking Animation trigger. 0 Answers

How to have a trigger activate animation on another game object. 2 Answers

Click on object and play animation\sound C# script 1 Answer

Help with OnTriggerEnter Not working correctly? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges