Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by Darckret · Mar 17 at 05:40 PM · animation2d gameanimator

How do I keep a crouch animation while pressing a key?

Hello everyone I have a question I made an animation of crouching but it only crouches for a second I have no idea how to keep it crouched while a button is pressed and when it is released it returns to the previous animation I appreciate if someone can help me

This is my code

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Audio;

public class Jugador : MonoBehaviour { public float fuerzaSalto; public GameManager gameManager; public Score ScoreScript; //Reference this in the Hierarchy, like you did with the 'GameManager' script public Timer Timer;

 public Transform groundCheck; // se sabe cuando el jugador estatocando el suelo

 public LayerMask ground;
 public float groundCheckRadius;

 AudioSource jumpsound;
 public AudioSource Death;

 private Rigidbody2D rigidbody2D;
 private Animator animator;
 private bool isGrounded;

 public int playerJumps;
 private int tempPlayerJumps;

 // Start is called before the first frame update
 void Start()
 {
     animator = GetComponent<Animator>();
     rigidbody2D = GetComponent<Rigidbody2D>();
     jumpsound = GetComponent<AudioSource>();
 }

 // Update is called once per frame
 private void FixedUpdate()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, ground);
 }

 void Update()
 {
     if (Input.GetKeyDown(KeyCode.DownArrow))
     {
         animator.SetBool("crouching", true);

     }

     if (isGrounded)
     {
         tempPlayerJumps = playerJumps;
     }

     if (Input.GetKeyDown(KeyCode.Space) && tempPlayerJumps > 0)
     {
         rigidbody2D.velocity = Vector2.up * fuerzaSalto;
         tempPlayerJumps--;
     }
     if (Input.GetKeyDown(KeyCode.Space))
     {
         jumpsound.Play();
         animator.SetBool("jumping", true);
         rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
     }
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "ground")
     {
         animator.SetBool("jumping", false);
     }

     if (collision.gameObject.tag == "obstacle")
     {
         gameManager.gameOver = true;
         ScoreScript.StopScore();
         Death.Play();
     }
     if (collision.gameObject.tag == "obstacle")
     {
         gameManager.gameOver = true;
         Debug.Log("gameOver");
         Timer.enabled = false;

     }
     if (collision.gameObject.tag == "ground")
     {
         animator.SetBool("crouching", false);
     }
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
Best Answer

Answer by Caeser_21 · Mar 17 at 05:54 PM

Instead of calling animator.SetBool("crouching", false); in "OnCollisionEnter()", call it like this :

 using System.Collections; 
 using System.Collections.Generic; 
 using UnityEngine; 
 using UnityEngine.Audio;
 
 public class Jugador : MonoBehaviour 
 { 
  public float fuerzaSalto; public GameManager gameManager; 
  public Score ScoreScript; //Reference this in the Hierarchy, like you did with the 'GameManager' script 
  public Timer Timer;
 
  public Transform groundCheck; // se sabe cuando el jugador estatocando el suelo
  public LayerMask ground;
  public float groundCheckRadius;
  AudioSource jumpsound;
  public AudioSource Death;
  private Rigidbody2D rigidbody2D;
  private Animator animator;
  private bool isGrounded;
  public int playerJumps;
  private int tempPlayerJumps;
 
  void Start()
  {
      animator = GetComponent<Animator>();
      rigidbody2D = GetComponent<Rigidbody2D>();
      jumpsound = GetComponent<AudioSource>();
  }
 
  private void FixedUpdate()
  {
      isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, ground);
  }

  void Update()
  {
      if (Input.GetKeyDown(KeyCode.DownArrow))
      {
          animator.SetBool("crouching", true);
      }

      if (Input.GetKeyUp(KeyCode.DownArrow)) //This is where you call it instead
      {
          animator.SetBool("crouching", false);
      }

      if (isGrounded)
      {
          tempPlayerJumps = playerJumps;
      }

      if (Input.GetKeyDown(KeyCode.Space) && tempPlayerJumps > 0)
      {
          rigidbody2D.velocity = Vector2.up * fuerzaSalto;
          tempPlayerJumps--;
      }

      if (Input.GetKeyDown(KeyCode.Space))
      {
          jumpsound.Play();
          animator.SetBool("jumping", true);
          rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
      }
  }
  private void OnCollisionEnter2D(Collision2D collision)
  {
      if (collision.gameObject.tag == "ground")
      {
          animator.SetBool("jumping", false);
      }

      if (collision.gameObject.tag == "obstacle")
      {
          gameManager.gameOver = true;
          ScoreScript.StopScore();
          Death.Play();
      }

      if (collision.gameObject.tag == "obstacle")
      {
          gameManager.gameOver = true;
          Debug.Log("gameOver");
          Timer.enabled = false;
      }

      //if (collision.gameObject.tag == "ground") 
      //{
          //animator.SetBool("crouching", false); //Do not call this here
      //}

Comment
Add comment · 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

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

360 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 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 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 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 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 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 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 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 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 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 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 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 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 to make a irregular ground or slope,About irregular terrains and slopes 0 Answers

Smooth transition of position between animations 0 Answers

Shooter 2D: Character animation only runs once 1 Answer

AnimationEvent triggers twice 3 Answers

How to rotate clockwise in animation 2D 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