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Question by MATCAVERNA · Mar 03, 2019 at 10:14 PM · animation2d gameanimatorcollider2dcharacter movement

how to make a irregular ground or slope,About irregular terrains and slopes

Hi, english is not my first language but, well Im trying to make a little curve stone bridge on my 2d project and used a polygon collider on it to follow the shape but when my character walks through the bridge the animator says that the character is jumping and doesn't show the running animation

here is a video of it

link text

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avatar image Casiell · Mar 03, 2019 at 10:16 PM 0
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Nice start would be to know how you define "jumping" in your code

avatar image MATCAVERNA Casiell · Mar 03, 2019 at 10:33 PM 0
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 public float maxSpeed;
     public float jumpForce = 10.0f;
     public Transform groundChecker;
     private bool grounded = true;
     private bool jumping;
     private Rigidbody2D rb2d;
     private Animator anim;
     private SpriteRenderer sprite;
     
     
 
     void Awake ()
     {
         rb2d = GetComponent<Rigidbody2D> ();
         sprite = GetComponent<SpriteRenderer> ();
         anim = GetComponent<Animator> ();
        
         gameObject.AddComponent<PolygonCollider2D>();
     }
 
 
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
 
         grounded = Physics2D.Linecast (transform.position, groundChecker.position, 1 << Layer$$anonymous$$ask.NameToLayer ("ground"));
 
         if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Space) && grounded) 
         {
             
             jumping = true;
         }
  
       }
 
 
     void OnCollisionEnter2D(Collision2D coll)
     {
         if (coll.gameObject.tag == "ground")
         {
             grounded = true;
         }
     
     }
 
 
 
     void FixedUpdate(){
 
         float move = Input.GetAxis("Horizontal");
 
         anim.SetFloat("Speed", $$anonymous$$athf.Abs(move));
 
         rb2d.velocity = new Vector2(move * maxSpeed, rb2d.velocity.y);
 
         if((move> 0f && sprite.flipX) || (move < 0f && !sprite.flipX))
         {
            Flip();
         }
 
         
 
 
         if (jumping)
         {
             rb2d.AddForce(new Vector2(1f, jumpForce));
             jumping = false;
         }
         anim.SetBool("jumpFall", rb2d.velocity.y != 0f);
     }
 
     void Flip()
     {
         sprite.flipX = !sprite.flipX;
     }
 
 }
avatar image Casiell MATCAVERNA · Mar 03, 2019 at 10:48 PM 0
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Ok, your condition for "jumpFall" is that your vertical velocity is different from 0. When you are walking on your bridge, it's obviously not a zero because you are moving up and down.

For now you could add rb2d.velocity.y != 0f && !grounded

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