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Question by fercraft840 · Jul 18, 2020 at 07:44 PM · inputanimatorunity 2dfailure

Last Input not being properly stored

hi there, my current problem is that when I release the horizontal and vertical buttons ( w and a for example) the player stops on the wrong idle animation; I mean, if i don't release both buttons on the exact moment, the followin idle animation will be either the left or up ( horizontal or vertical ones) in place of the diagonal idle animation that was supposed to happen. If someone could help me, I'd really appreciate. There's the code I'm using:

 public float moveSpeed;
 public Rigidbody2D rb;
 private Vector2 moveDirection;
 public Animator animator;
 

 // Update is called once per frame


 void Update()
 {
     ProcessInputs();
     
     animator.SetFloat("Horizontal", moveDirection.x);
     animator.SetFloat("Vertical", moveDirection.y);
     animator.SetFloat("Speed", moveDirection.sqrMagnitude);
     
     if (moveDirection != Vector2.zero)
     {
         animator.SetFloat("HorIdle", moveDirection.x);
         animator.SetFloat("VerIdle", moveDirection.y);
     }
 }

 void FixedUpdate()
 {

     Move();

 }

 void ProcessInputs()
 {
     
     
         float moveX = Input.GetAxisRaw("Horizontal");
         float moveY = Input.GetAxisRaw("Vertical");

         moveDirection = new Vector2(moveX, moveY).normalized;

        
 }

 void Move()
 {
     rb.velocity = new Vector2(moveDirection.x * moveSpeed, moveDirection.y * moveSpeed);
     
 }

 void OnAnimatorMove()
 {


 }

}

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